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Wishlist on SteamTidespawn — The Complete Deep-Dive Strategy Guide
Editorial attribution: This guide synthesizes official developer materials from Long Lost (longlost.no), the Steam store page (App ID 4126290), the Reveal Trailer, and the official press kit. Tidespawn is currently unreleased; all gameplay details reflect pre-release information and may evolve.
Overview
Tidespawn is a hand-crafted, top-down pixel art action-adventure RPG developed by Long Lost, an indie studio in Kvinesdal, Norway. You play as an amnesiac diver who awakens at the bottom of a forgotten underwater kingdom — your only companion is Neptune, a small fish who transforms into a living trident and never leaves your side.
The game blends Metroidvania exploration, Souls-lite combat (pattern-recognition bosses, dodge i-frames), Zelda-like environmental puzzles, and survival-lite oxygen management. Its unique identity comes from the moon phase mechanic, the transformable companion, and a playable-memory narrative where the story unfolds based on what fragments you collect.
Key Facts: Developer/publisher: Long Lost | Platforms: Windows, macOS, SteamOS + Linux | Release: TBA (Steam wishlist live) | Languages: English, Norwegian, Portuguese-Brazil (full audio); Russian, Ukrainian (interface) | Playtime: 10–15h normal, 20–30h 100% | Controller: Full (Xbox, DualShock, DualSense, Steam Input) | Multiplayer: 2-player local split-screen + Remote Play Together | Kickstarter: Active | Price: TBA | Age Rating: PEGI 6 / IGRS 13
2. Story, Setting & The Memory System
The Premise
You wake at the bottom of the ocean inside a once-magnificent kingdom consumed by corruption. Your memory is gone. Neptune — a loyal fish companion — is your only link to the world. Through environmental storytelling, NPC encounters, and collectible memories, you piece together a tale of hubris, betrayal, and a corruption that spread from the deepest trenches upward.
The Memory System
Instead of traditional cutscenes, Tidespawn uses 40+ collectible memory fragments scattered across the world:
| Tier | Rarity | Reward |
|---|---|---|
| Faded | Common | Brief audio/visual flash — a voice line, blurred image |
| Clear | Uncommon | Extended scene with partial context |
| Vivid | Rare | Full cinematic flashback sequence |
Set bonuses: Specific fragment combinations unlock hidden lore connections — relationships, the corruption's nature, your identity. Choice moments: At key story junctions, collected memories influence available dialogue and action choices. Multiple endings: At least three distinct endings, gated by total collection rate, completed sets, and pivotal choices. A "true" ending likely requires 90%+ memory completion.
Side quests from NPCs reward unique equipment, rare fragments, and hub-area upgrades. Some NPCs relocate to hubs after being helped.
3. Neptune — The Transforming Companion
Neptune is the centerpiece of combat and traversal:
| State | Function |
|---|---|
| Fish Form | Scout, guide, environmental interaction. Swims ahead, highlights points of interest, slips through gaps to activate switches or fetch items. |
| Trident Form | Your primary melee weapon. All attacks flow through the transformed trident. |
Combat moveset: Light Attack (3-hit chain, quick, dash-cancelable), Heavy Attack (guard-breaking sweep, slower windup), Dash Strike (forward lunge with i-frames), and Special Abilities (Q/E/R, unlocked through exploration).
Neptune is also a narrative character — as you collect memories, you learn about his origin and connection to the protagonist. He reacts to story events, behaves differently in certain biomes, and plays a critical role in the endings.
4. Core Combat Mechanics
Combat is real-time, top-down, and rewards pattern recognition, positioning, and deliberate timing. The underwater setting adds subtle movement inertia and multi-level arena verticality.
Basic Moveset
| Input | Action | Details |
|---|---|---|
| Light Attack | 3-hit combo | Fast, low damage, dash-cancelable on hit |
| Heavy Attack | Guard break | ~0.6s windup, breaks enemy guard (guarded = 90% DR), vulnerable on whiff |
| Dodge Roll | i-frame evasion | 6 i-frames, ~0.4s cooldown, omnidirectional |
| Dash Strike | Offensive gap-closer | Dodge + piercing attack; unlocked in Sunken Shallows |
| Special Q/E/R | Ability-specific | Energy-consuming; varies by unlock |
Enemy Design
Every attack has a 0.5–1.0 second visual/audio tell. Learn the tell → dodge → punish loop.
- Swarmers: Small, fast, low HP. Sweep with heavy attacks.
- Bruisers: Guard frequently. Heavy to break guard, then light combo.
- Ranged: Close the gap with dodge rolls or Dash Strike.
- Elites: Mini-boss tier, multiple attack patterns, phase changes.
- Leviathans (Bosses): Multi-phase arena fights. Each biome has a guardian boss. Defeating one unlocks a permanent ability and opens the next biome. Boss HP scales ~60% in co-op.
Combat Rules
- Dodge toward enemies, not away. i-frames let you phase through and end up behind.
- Heavy break guard → light combo punish. This is the fundamental DPS rotation.
- Use verticality. Elevated platforms and currents give positional advantage.
- Manage energy. Don't waste specials on trash before a boss fight.
5. Exploration, Oxygen & The Map
Oxygen System
Oxygen is a persistent soft timer on exploration. You cannot stay underwater indefinitely.
- Base capacity: 120 seconds
- Upgradeable: +15–20 seconds per upgrade via shells, to ~300s max
- Air pockets: Marked by bubble streams; restore 30 seconds each
- Oxygen plants: Bioluminescent flora give small passive refills
- Depletion: 10-second countdown on empty → death → respawn at last checkpoint
- Emergency capsules: 60-second temporary boost; craftable/purchasable
- Pressure zones: Deep biomes multiply drain rate (e.g., 1.5× in Hydrothermal Vents)
Checkpoints & Map
Checkpoints (near air pockets) restore health, refill oxygen, and set respawn — but do NOT respawn enemies, making farming routes viable. The map is revealed through map fragments found in chests or bought from merchants.
Key navigation tools: Sonar Pulse (reveals hidden objects, breakable walls, nearest air pocket), Memory Echo (highlights fragment locations), shortcut networks (Metroidvania interconnectivity), and fast travel (unlocked after second guardian).
Rule of thumb: If a side path exists, something is at the end. The main route is marked; offshoots are optional but rewarding.
6. The Moon & Tide System
Tidespawn's most distinctive feature is the dynamic moon phase and tide system — it fundamentally alters gameplay, level layout, and strategy.
| Moon Phase | Tide | Gameplay Effect |
|---|---|---|
| New Moon | Lowest | New passages exposed; shallow areas traversable; unique secrets accessible |
| Waxing Crescent | Rising | Gradual flooding; currents strengthen |
| Full Moon | Highest | Deep zones more accessible; unique enemies spawn; moon shrines activate |
| Waning Crescent | Falling | Water recedes; flooded caves become explorable; different spawns |
Strategic implications: Moon phases create temporal gating — some areas, secrets, and bosses are only accessible during specific phases. Moon-aligned shrines activate only at matching phases (high-tier loot). Tide-locked puzzles require specific water levels. Phase-specific enemies have unique drop tables. Revisiting biomes under different phases reveals substantial new content, driving replay value.
7. Biomes & World Design
Seven distinct biomes, each with unique visual identity, enemies, environmental mechanic, and guardian boss:
| # | Biome | Threat | Guardian Drop | Mechanic |
|---|---|---|---|---|
| 1 | Sunken Shallows — coral reefs, shipwrecks | Low | Dash Strike | Tutorial zone |
| 2 | Kelp Cathedral — towering kelp, verticality | Low–Med | Sonar Pulse | Hidden passages |
| 3 | Abyssal Trench — deep canyon, low visibility | Medium | Shield Bubble | Pressure/visibility |
| 4 | Crystal Caverns — glowing crystals, reflections | Med–High | Tidal Wave | Light-beam puzzles |
| 5 | The Ruined City — sunken civilization, dense enemies | High | Memory Echo | Urban navigation |
| 6 | Hydrothermal Vents — volcanic, heat damage | High | Heat resistance | Heat management |
| 7 | The Void — darkness, no refills, permadeath risk | Extreme | Final resolution | Mastery test |
Each biome introduces a new environmental mechanic that becomes part of the puzzle and combat vocabulary. Hub areas between expeditions let you rest, craft, trade, review memories, and plan routes around moon phases.
8. Upgrade, Crafting & Progression
Shell Currency
Shells drop from enemies, chests, and breakable objects. Spend them on: health potions (50% HP), oxygen capsules (60s boost), weapon upgrades (damage scaling), map fragments, crafting recipes, and rare materials. Don't hoard — invest in oxygen capacity first.
Equipment Slots
| Slot | Function | Upgrade Source |
|---|---|---|
| Weapon (Trident) | Attack power, range, special scaling | Boss drops, merchants |
| Armor / Cloak | Defense, oxygen capacity bonus | Hidden chests, quests |
| Flippers | Movement speed, dodge distance | Exploration, crafting |
| Amulet | Special ability modifier, passives | Memory milestones, rare drops |
Legendary cloaks (highlighted by the devs) provide unique passive effects — oxygen efficiency, damage reflection, faster energy regen — plus cosmetic changes.
Ability Unlocks
| # | Ability | Location | Effect |
|---|---|---|---|
| 1 | Dash Strike | Sunken Shallows | Forward dash dealing damage |
| 2 | Sonar Pulse | Kelp Cathedral | Reveals hidden objects + nearest air pocket |
| 3 | Shield Bubble | Abyssal Trench | Temporary invulnerability (~3s) |
| 4 | Tidal Wave | Crystal Caverns | AoE damage + knockback cone |
| 5 | Memory Echo | Ruined City | Highlights fragment locations |
Progression Loop
Explore biome → collect materials, shells, fragments → fight guardian → unlock ability → return to hub (craft, upgrade, check moon) → revisit old biomes for phase-locked content → progress to next biome.
Getting Started
Tidespawn supports 2-player local split-screen co-op with full Steam Remote Play Together support.
| Feature | Detail |
|---|---|
| Shared oxygen | Single pool for both players — coordinate or both suffer |
| Separate HP | Individual health; death → respawn at checkpoint with 50% HP |
| Shared progression | Items, fragments, unlocks count for both |
| Boss scaling | +60% HP per extra player; additional attack patterns possible |
| Co-op puzzles | Pressure plates, simultaneous switches, tandem traversal |
| Revive | ~3-second interaction to revive downed partner (costs health) |
Strategy: Communicate oxygen routes, split combat roles (one tanks, one DPS), coordinate ability combos (Shield Bubble + Tidal Wave), and share consumables. Moon phase affects both players equally — plan expeditions together.
10. Beginner's Roadmap, Advanced Tips & FAQ
First Hour
- Practice dodge timing against starter enemies in Sunken Shallows
- Collect the first three memory fragments (teach movement, combat, memory system)
- Find the first merchant — buy the oxygen capacity upgrade for 50 shells immediately
- Locate Dash Strike by exploring the Shallows thoroughly
- Memorize bubble stream locations (your lifelines)
- Break everything — coral, crates, plants all drop shells
Advanced Tips
- Oxygen capacity first. It's the real progression gate — more O₂ = more exploration = more everything.
- Dodge toward enemies. i-frames start at roll initiation; you'll end up behind for free punishes.
- Track the moon phase. Phase-locked secrets are substantial. Check the hub tracker before expeditions.
- Don't fight everything. Running past enemies saves oxygen and health — critical in deep biomes.
- Heavy break → light combo. The core DPS loop: one heavy to break guard, full light chain to punish.
- Sonar Pulse liberally. It reveals breakable walls, hidden chests, and secret passages — not just air pockets.
- Memory Echo is mandatory for best ending. Once unlocked, revisit earlier biomes to sweep fragments.
- Save oxygen capsules for bosses. Deep-biome boss fights can outlast your oxygen pool.
- Co-op puzzles hide the best loot. Mark two-person puzzles for Remote Play Together sessions.
- The Void requires mastery. Max oxygen, all abilities, stockpiled consumables. No refills, no mercy.
Common Mistakes
| Mistake | Fix |
|---|---|
| Hoarding shells | Buy oxygen upgrades early — shells are plentiful |
| Ignoring side paths | Offshoots contain ~40% of total content |
| Skipping memory fragments | Endings are gated; use Memory Echo for cleanup |
| Playing too aggressively | Wait for enemy tells, dodge, then punish |
| Ignoring the moon cycle | Revisit biomes under different phases |
| Neglecting crafting | Potions and capsules make hard sections manageable |
System Requirements
| Component | Minimum |
|---|---|
| OS | Windows 10 (64-bit) / macOS 10.13 / Ubuntu 20.04 |
| CPU | Intel i3-2100 / AMD FX-4300 (or Apple M1) |
| RAM | 4 GB |
| GPU | Intel HD Graphics 4000 / integrated |
| Storage | 2 GB |
| Network | Broadband (for Remote Play Together) |
FAQ
Q: When does Tidespawn release? A: TBA. Steam wishlists are live. The game is also on Kickstarter.
Q: What platforms? A: Windows, macOS, SteamOS + Linux. Full controller support.
Q: Can I play with a friend online? A: Local split-screen for 2 players. Online via Steam Remote Play Together.
Q: How long is the game? A: 10–15 hours normal, 20–30 hours for 100% completion.
Q: Multiple endings? A: Yes, at least three. Gated by memory collection rate and key choices.
Q: Is it a roguelike? A: No. Hand-crafted, story-driven action-adventure with Metroidvania progression.
Q: Difficulty? A: Moderate. Generous checkpoints. The Void endgame is significantly harder.
Q: Voice acting? A: English, Norwegian, Portuguese-Brazil have full audio. Russian and Ukrainian have text support.
Q: Who's the developer? A: Long Lost, an indie studio in Kvinesdal, Norway. This is their debut title.
Q: Where can I follow development? A: Steam | longlost.no | Discord | X @TidespawnGame | YouTube | Kickstarter | Press Kit
Similar Games (While You Wait)
- Hyper Light Drifter — top-down pixel art combat with precise timing
- Hollow Knight — interconnected Metroidvania with deep lore
- Subnautica — underwater exploration with oxygen management
- Ocean's Heart — top-down Zelda-like with nautical theme
- Song of the Deep — underwater Metroidvania with personal story
Guide last updated: August 2026. Sources: Steam store page (App ID 4126290), longlost.no, Steam API, official press kit. Pre-release — details subject to change.









