
Race across open oceans and uncover a kingdom’s dark secrets. Expressively platform your way across dozens of locales, upgrading your gear and modifying your move-set every step of the way!
Modeled estimate, not a reported figure. How we estimate →
About
Follow Beebz and her crew on a journey of self-discovery as they travel the vast oceans of Ragnar's Rock in this vast platforming adventure!
Navigate the open seas and explore each distant structure, uncovering every hidden nook and cranny with a diverse, expressive move-set. Beat challenges or find hidden chests to collect talismans along the way that modify your abilities and allow you to express yourself through your schmovement. You can even switch up your drip with a plethora of discoverable outfits!
And never forget, you're not alone in this journey! Compete with other players for speedrunning times by challenging their ghosts, or tag a wall and share your message with the entire world!
Are you ready to conquer this kingdom and expose all of its mysterious secrets? Or will Beebz be crushed by what awaits her? Only one way to find out!
A deeply expressive platforming move-set. Express yourself through your schmovement and get lost in the flow!
A seamless, open ocean to explore at blazing speeds!
Chill out with your crew and buy new items of interest at your mobile hub!
Discover hidden secrets and unravel the world’s mysteries!
Place your own checkpoints wherever you want and return to them any time you meet your untimely demise!
Collect unique talismans and modify your move-set with paragliders, hookshots, bubbles and more!
Change up your appearance with head gear, outfits and hair dyes; there’s no shortage of drip!
Race other players and compete for the best completion times, may the best runner win!
Create and share graffiti that will appear in other player’s worlds!
Extra game modes like NG+ and Randomizer where rewards, enemies and even the weather are randomized!
Do you need to play Demon Turf before playing Demon Tides?
You can hop right into Demon Tides without ever having played Demon Turf before! There’s plenty of easter eggs for existing fans, but we’ve designed the narrative for new players to jump right in!
What does “Expressive” platforming mean, exactly?
Simply put, it’s a platformer where every solution is the right one! We want you to express yourself through the game’s movement, and to do that we’ve created a highly customisable move-set with nearly unlimited combinational depth. The further you get into the game, and the more comfortable you get with the movement, the more unique your gameplay will become!
What’s Fabraz done before Demon Tides?
We’re most well known for the 3D Platformer Demon Turf and 2D Platformer Slime-san! But we’re also behind lesser known titles such as Cannon Crasha, Planet Diver and even published Skellboy and SpiritSphere DX!
Wait, are you also behind Bubsy 4D?
We sure are, wild huh? We've teamed up with Atari to finally give that bobcat the love he always deserved!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 90 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Awesome 3D platformer that takes inspirations from A Hat in Time, Super Mario Sunshine, Just Cause, and Sonic Frontiers. Great movement with TONS of flexibility in style, great music, it looks good, there's plenty of customization, and it's a perfect length. There's tons to do and it never really gets stale.
I don't like travelling in straight lines to get to the next area just for the platforming to be mediocre at best and annoying at worst. I don't like the jank in the character controller. I don't like the jank in the camera. I don't like the layout of the controls, and how some controls seem to function as they do just so they can be different. I don't like the equippable abilities. I don't like the characters. I don't like the dialogue. I don't like the chungus quirk. I don't like the player graffiti. I can't think of any part of this game that I like, and I feel like I gave it a decent shot. I wish the developers would've spent more focus on the character controller, platforming, and level design in their 3D platformer, and less on literally everything else.
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Languages: English*, Japanese*languages with full audio support
Hours played at review time, across 90 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A very open ended, technical feeling platformer with a huge customizable moveset. But at the same time it's pretty chill and you can place checkpoints almost anywhere. Reminds me a little bit of Hat in Time if it was just set in a giant open world. It can look a bit rough with same assets getting reused in a lot of places (+ it probably didn't have the biggest budget available), but I've had fun exploring it so far and it feels like it's got a lot of content especially if you go for full completion. The graffiti system can be a lot of fun too and you can get surprisingly creative with it. Plus I like the characters and the humour, and it lets you play it in whatever way you like. So yeah, solid and enjoyable platformer imo, just don't set your expectations way too high.
Undercooked is how I'd describe this game. It clearly had an interesting concept but everything just feels like it's lacking polish on some level, just all sorts of minor things that make the experience more annoying. For instance, there's a race, with rotating platforms and stuff, but their cycles don't reset when you restart the race, so on any given run at it(and you cannot see them from the start so you have no idea where in the cycle they are), the race might behave in two different ways. It also does the standard platformer thing where you have a lock-on dash attack that you need to use to navigate stuff as well as kill enemies... but the lock-on really only functions when it feels like it, so it always feels random whether it works or not. Which isn't to speak of the outright bugs, like in the tutorial area where I got whanged by a spiky obstacle and it smashed me through the terrain into an inescapable void. On the bright side, the game also gives you the option to set your checkpoint anywhere, theoretically making repeat attempts at stuff not painful... but it also comes with some occasionally arbitrary limits on where you can place it. And when it's combined with the aforementioned buggy race where any error fails the race(because the track is airborne and going off it is an instant loss) and forces you to do the whole thing over... it doesn't help all that much. There are also some odd choices like your horizontal dash, arbitrarily, in one stage of a jump(during the glide) becoming a vertical ground pound attack instead, which makes jumping navigation feel odd an unintuitive sometimes. Plus you have a second form(intended for horizontal speed) where you lack most of your jump options(no glide or double jump) which, again, messes with my muscle memory and makes it harder to gauge which jumps you can make in that form. Lastly the writing is just... bad. It tries really hard to be funny and it just never is. It feels like the only people who put eyes on it were an insular group with their own sense of humour that just didn't match anyone else's. Excellent soundtrack, though. Just wish it was in a better game. There are absolutely better platformers you can have for the same price, so I do not see any reason to pick up this one.
Dialogues are horrendous - did Americans make this?
Alright so, I would say this game is a 6.5/10 or 7/10 As a fan of platformers, and by extension 3D-platformers, I had a blast playing this. Gigantic fun on the demo But there ARE significant flaws holding this game back from being a 10/10 or even an 8/10 First the good: Controls are smooth, the talismans allow for funny and unique builds to do funny stuff, and generally the game looks really nice. I love it whenever I can experiment builds and specific pathings, and this game allows me to do that. Not to mention the challenge-worlds like Mr. Mints and DK's were an absolute gem to play. I really love those seperate sections in the game. I only wished DK's sections werent ONLY in the last world of the game... I would've loved more! This game has really scratched the platformer-itch that I had, and I will say I am happy with the money I've spent. I've 100%'d everything and I had a lot of joy doing so. That being said, however... The bad: - Holy crap the dialogue is cringe. And I do not just mean DK, bc his 'cringey behaviour' IS explained about 60% into the game. It's for all characters because the dialogue feels like it's supposed to give off 'youthful' and 2000's vibes, but it does not. - The game is hilariously easy. I mean it. If you get the 'White Bubble' talisman (u get it in the first world), you have basically won the game. It's basically just an extra free jump and it allows you to bypass a lot of challenges and even correct jumps you've missed for no cost whatsoever. It's optional, sure, but since time-challenges are often very tight, just makes it weird that the parkour aspect is so easy... ESPECIALLY for a parkour-game (Not to mention the snake-form is busted as hell for a lot of parkour sections, suprisingly) - I've never played Demon Turfs, but somehow I feel like I'll enjoy that more? Not only do I think Beebz's Demon Turf's design is way better (an ABSOLUTE shame the 2D and Pixel-art talisman dont give you those designs as skins) but I also think this game being open-world with sea-traveling harms the game more than it does good. It's fun at first, but you'll get sick of that sea-traveling-ost and 30 seconds of holding the boost-button, god bless the teleport-function - The hub is... useless? Not much unique dialogue in there... Midgi's shop has like 1 or 2 talisman worth getting early-game? He doesn't make new ones often, so I basically never went there anymore. I only really went for Luci's clothing store - The game feels slow. The reason I think the snake-form is busted is because a lot of horizontal parkour seems to forget you can start a dash from snake-form. This has allowed me to skip past a lot of obstacles. But it also showed me that the game was supposed to be played slower? I feel the game could've benefitted a lot from being faster and more responsive in general. So in general, it may SEEM like I'd hate the game But it's so good, just dissapointing in some aspects... I just hope if this gets another sequel, the game will be harder and faster paced and it will definitely be a 8/10 or maybe even a 9/10
Loved it! I could recommend this game just for the controls, exploring the world is incredible satisfying and one of the best experiences I had in a 3D platformer. It is much easier than the previous games in the franchise because of the improved controls tho. The soundtrack is really catchy and I hope it becomes available for purchase here in the future! Pretty happy to see that 2Mello has worked here too! Love his works! The characters looks GREAT in 3D! The way they transitioned from 2D sprites to the 3D World is 10/10. The facial expressions are pretty cute, but a bit weird sometimes. The unique donwside I have for this game are the cutscenes; they are very VERY unpolished and awkward to watch sometimes. The only moments where they don't look bad is when the characters aren't moving at all. Maybe that happened because of time constraints? Really hope the cutscenes get a bit more love in a future update. Overall a solid 8.5/10 just for the controls and art direction. haven't had this fun with a 3D Platformer since A Hat in Time. Hope to see more from this franchise in the future! Cheers.
Like the first game, but with the cringe ramped up to 11 and copious amounts of daddy issues sprinkled in.
Super Mario é a franquia mais famosa dos videogames e isso faz com que tenham literalmente milhares de jogos no mercado tentando imitá-lo. O que esses jogos não parecem saber é que o motivo de Super Mario fazer sucesso, além de seu nome obviamente, é que a sensação de joga-ló é como se fosse a de estar em uma montanha russa: temos momentos alegres, mas também temos momentos tristes, assustadores, emocionantes e desafiadores no meio. E o único jogo que entendeu isso até hoje se chama A Hat in Time. E agora temos também Demon Tides. O que se destaca desse jogo é que ele coloca em sua protagonista, a garota Belzebu (Beebz para os íntimos) a mecânica de transformar em diferentes animais bem ao estilo Wonder Boy (ou Shantae para os mais jovens) como maneira de atravessar plataformas e fazer piruetas, saltos triplos/quádruplos, planar e múltiplas acrobacias, assim como Mario faz com seu chapéu em Super Mario Odyssey. Se os level design aqui dá a impressão de que as plataformas foram colocadas de forma aleatória, é interessante que seja usado como uma forma de ressonância ludonarrativa, mostrando o reino todo fragmentado, tão fisicamente destruído quanto o mental e o emocional do patriarca que o reina. O principal defeito de Demon Tides é que ele é uma sequência direta de Demon Turf e o jogo já parte da premissa de que você jogou o primeiro jogo. Temos duas longas fases de tutorial pois você já sai sabendo fazer todas as manobras que passou o primeiro jogo aprendendo. De qualquer maneira, Demon Tides é um jogo de plataforma muito acima da média, assim como seu antecessor Demon Turf em um menor grau. ... Trecho extraído do texto “Um ano de Gamerudito”. Para ler o texto completo com review de outros games basta acessar o link abaixo. Não é monetizável, não tem fins comerciais. https://gamerudito.substack.com/p/um-ano-de-gamerudito
Aunque algo excesivo para mi gusto, Demon Tides consigue ser un plataformas estupendo. Muchísima identidad en su diseño de niveles, con un formato que ya bebe de su anterior entrega pero dispuesta en un mundo abierto encantador, alejándose del feísmo de Demon Turf a través de una aventura que se siente muy veraniega. En cierta medida hay mucho de Super Mario Sunshine en Demon Tides, el mar como conector fundamental, la separación entre localizaciones que forman un todo "coherente", un set de movimientos explosivo que apuesta más por la versatilidad que la precisión, incluso los odiados (desde luego no por mí) niveles que te quitan partes fundamentales de tu movimiento para poner a prueba el resto de tus habilidades. Pero Sunshine era un juego increíblemente compacto, como cualquier Mario 3D, un juego dedicado constantemente a iterar sobre sí mismo con ideas apiladas una encima de otra, pero, a diferencia de la mayoría de Mario modernos, era un juego que intentaba y conseguía apretar las tuercas mediante un diseño bastante más exigente de lo normal. Demon Tides juega una baza parecida en esto último, a veces derivando en secciones que se sienten injustas, pero con un esqueleto fundamental para su movilidad tan fantástico que creo que ni una sola vez he terminado pensando que era un problema del juego y no mío. Donde no termina de apuntalarse es en todo lo que no tiene que ver con esos microcosmos de sus niveles, la navegación por el mundo abierto entre islas es un trámite tan insustancial que, aún prefiriendo esta estructura a la de los niveles para dotar de cohesión a su mundo y de sorpresa al descubrimiento de cada localización, los paseos están tan relegados al trámite que pesa dentro de una experiencia que quiere ser constantemente gratificante. También, y por el motivo contrario, se siente un juego algo hinchado de más, con demasiados coleccionables insustanciales (las monedas para comprar vestuario y talismanes se convierten en innecesarias a partir de las primeras ¿5? horas), demasiados modificadores, demasiado de todo lo que no tiene que ver con la base fundamental de capturar engranajes y explorar los islotes. El tono de su mundo y de sus personajes es bastante mixto, un poco gen z sin serlo, algo impostado (aunque el juego hable ligeramente de ello en una de las mejores escenas que tiene), nunca llega a ser especialmente carismático aunque los valores de producción disimulen bastante la jugada con un diseño artístico estupendo y unos modelos con bastante carisma. El punto fuerte y su baza fundamental está en un moveset delicioso, con muchísima variabilidad en sus habilidades para combinar movimientos que se sienten, por lo general, bastante precisos y una apertura en las builds de talismanes que consiguen dar un halo de personalización bastante único dentro del género. Fabraz sabe, y pone todos los huevos en la cesta, que Demon Tides vive y muere en la plasticidad de sus movimientos, y consigue hacer uno de los plataformas 3D más estimulantes del panorama indie expandiendo con una mano excelente lo que en Demon Turf a mi parecer se quedaba algo justo. Espolvoréalo con una banda sonora entretenidísima de escuchar, un diseño de niveles que sigue proponiendo tantas ideas nuevas en la hora 3 como en la hora 15, destilando imaginación en sus escenarios y dándonos panorámicas preciosas de su mundo y es difícil no ver a Demon Tides como un plataformas 3D rotundísimo a pesar de sus aristas.
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