Tidecaller replaces the match-three reflex with a planning problem. Each board is a drowned island where you open and close channels to move water where it is needed. Water obeys the same three rules on every board, and the difficulty comes from the shape of the island rather than from hidden mechanics.
There is no move limit and no timer. A board is either solved or not, and every board has at least one solution that uses fewer channels than the one most players find first — the game records both.
Seasonal chapters add new terrain behaviours rather than new currencies. Salt marsh absorbs, basalt reflects, and ice changes state across turns.
LogicTurn-basedSeasonal chapters
[02]
feed
Trailer
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GAME TRAILER — TIDECALLER
◻ awaiting source1920×10801:12mp4 / webm
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systems
How it plays
01
Three rules, no exceptions
Water spreads, water settles, water carries. Every board is solvable from those alone.
02
No timers, no lives
A board waits for you. Progress is never gated behind an energy meter.
03
Two recorded solutions
The game stores your solution and the minimal one, so you can come back and beat yourself.
04
Colour-independent board reading
Terrain is distinguished by pattern and shape as well as colour.
[04]
captures
Screen captures
Landscape and portrait captures take different measures, because they are genuinely different deliverables. Select one to open the viewer.
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[05]
artwork
Key art and characters
vertical key art
character art
wide key art
[06]
reception
Awards and reviews
[AWARD NAME]
[AWARDING BODY] / [YEAR]
[PULL QUOTE FROM PUBLISHED REVIEW — DO NOT PUBLISH UNTIL SOURCED]
[OUTLET NAME] / [SCORE]
[07]
routes
Support, privacy and your account
These are the targets handed to the two stores for this title. Each resolves to a page written for this title rather than a generic help desk.
Support
Technical problems, purchases, lost progress and bug reports, filtered to Tidecaller.