An incremental action game set across the seas. Lead a party of 5 Heroes, upgrade your heroes and mounts, unlock 16 powerful skills, and build your skill tree as you fight through 35 levels of sea monsters. Defeat giant bosses and tame them as mounts for your next adven

FEATURES

-A massive Skill Tree with hundreds of upgrades to develop your party.

-5 unique Heroes, each with their own stats and passive ability.

-16 Active Skills for dealing damage, healing, buffing your team, and weakening enemies.

-35 Levels filled with increasingly dangerous sea monsters.

-Defeat giant bosses and tame them as mounts for your next adventure.

-Permanent upgrades for your Heroes and mounts.

-Two types of resources to develop your Heroes, mounts, and Skill Tree.

-Up to 5 hours of gameplay across your journey through the seas.

-Face massive bosses, including the King of the Sea.

-Support Controller

Updated 21 hours ago
Published 2 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.6 out of 5 stars
(5 total ratings)
AuthorAltheaGames
GenreStrategy
Made withUnity
TagsAuto Battler, Incremental, Indie, Pixel Art
Average sessionA few minutes
LanguagesGerman, English, Japanese, Korean, Russian, Chinese (Simplified)
InputsKeyboard, Mouse, Xbox controller, Gamepad (any)
ContentNo generative AI was used

Development log

Comments

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Memory access out of bounds error. Occurs after beating the boss of the second area (mount is a walrus not a turtle) during the 3rd/4th round. Browser is Opera GX. (Chromium based browser) image.png

Not terrible so far, but cooldowns freezing between rounds is strange.

There’s a discrepancy between some upgrade cost labels. Some are preceded by a dollar sign ($200) and others are not (200).

After defeating the first boss and clicking Next I was returned to the start of the same area it seems? Beating the first(?) boss again(?) led me to a new area with a new mount. (Might have been the third time beating the boss, not sure as I was bouncing between tabs and checking on various idle/incremental games)

Characters use their abilities as soon as possible, even if the remaining enemy has only a sliver of health left. I’d like to see a rule in place so that if not on a boss stage they will not use their ability against a single enemy. Quite wasteful.

I think that’s about it for this version, considering I got stopped by an out of bounds error. (For which there really is no end-user fix besides throwing yourself at it and hoping that it works) so here’s to hoping you get the memory stuff figured out with the next update.

thanks for report, we will fix in next patch. tym <3

My game started with the first guy having 1000 damage and 20k health? From the screenshots I'm guessing that's not right :D Also just froze and gave a Runtime memory out of bounds error (on Chrome). Looks neat though!

Thank you for your reports, I will fix it right away.