
Bloomtide
A 9×9 board × roguelike deckbuilder × explosive multipliers. Reshape your pool with daily 3-picks. Chain symbol combos through an event queue, and push your build until the numbers break. From the 12-rent campaign to endless score-attack — see how far one good build can go.
Does this feel indie?
Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.| ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan. | Status | Notes Latest Contributor: IGF TeamEdit notes |
|---|---|---|
Media
6 itemsAbout the Game
Bloomtide
Every morning, a 9×9 board reshuffles from your filling pool. Apples, lightning, hawks, cherry blossoms — what ends up next to what decides how much you earn today. You have one job: pay the rent.
But the real game is turning "enough" into an explosion.
Core Loop
The board reshuffles every day — same pool, new layout. Adjacent relationships create new synergies each run.
Event queue resolution — growth, devour, movement, decay, burst. One event triggers the next, chaining into exponential payoffs.
Daily 3-pick (CoreItem) — add a new symbol type, or weight an existing one. Slowly bend the random board toward your archetype.
Rent at the end of each cycle — survive the rent check, then pick a BuffItem or EffectItem to amplify whatever build is forming. Cycles get longer as you progress; rent keeps climbing.
Three Strategy Layers
Board (CoreItem) — define what can show up on your board.
Environment (EffectItem) — Snowy Mountain accelerates growth. Deep Sea strengthens devouring. Match your archetype.
Equipment (BuffItem) — multiplier wands, xmult rings. Take a working build and break the numbers.
"I went growth-fruits → I need the snowy mountain → I need the multiplier wand." When the build clicks, you feel the machine working for you.
Two Modes
Campaign — 12 rent payments to win. A guided ramp through every mechanic.
Endless — rent stops scaling at run 14. All items unlocked. No survival pressure — just "how far can my build push the numbers?"
Why You Won't Stop
Numbers go up — hard. A modifier pipeline (chips_add → chips_mul → mult_add → mult_mul → xmult) takes a good hand from dozens to millions in a single resolve.
Hidden combos to discover. A hawk eating a snake poisons the field. A cherry blossom hitting zero blows up everyone. Hundreds of cross-item interactions waiting.
Every run is different. Archetypes × environments × equipment = a vast space of viable builds.
Simple rules, emergent depth. Each item is readable at a glance. The combinations are not.
Stylized symbol art. Every piece is readable at a glance — high information density, zero recognition cost.