
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!
Genres
Stats
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
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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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
クリアするだけなら良アクションゲーム、タイムアタックをすると難易度急上昇のバランスよいゲーム。 ストーリーは前作やってなくても大丈夫ですし翻訳も素晴らしいです!!が、内容は…うん…まぁ…
snake form nyoom~~
还没玩,前作很不错,就是没有中文,很多有趣的对话看不明白 你的新作BUBSY4D既然有中文那何不给Demon Tides也加上中文呢?你甚至有日语都没有中文? CHINESE?
Absolute MUST play if you are a fan of 3D platformers. Spawning a new subgenre of "expressive platformers", Demon Tides is a shining example of what modern 3D platforming games should play like. It plays similarly to Super Mario Sunshine and A Hat in Time, with some elements of Wind Waker thrown in with the map exploration. Only real problems I have with the game is the camera being ♥♥♥♥♥♥ at some points causing me to fail some platforming. This isn't a complaint but the controls were difficult to get used to at first too, Beebz feels super floaty. Once I got used to the controls, the game felt like butter.
too many buttons for different jump
If you arrived at this page because you are fan of 3D platformers take this as your sign that it is fate that brought you here and your destiny is to purchase this game. The complex move set gives way to unparalleled freedom and paired with the excellent character animations you arrive at something I feel is a masterpiece in terms of control and expression. The world is colorful and fun to explore, and each new island you visit (there are dozens) is varied and a worthy challenge. Progression is not only tied to to the main collectible, but also offers tons of cosmetics and skill altering badges. If you are reading this review you'll mostly likely purchase it at some point, my recommendation would be to get it right now.
I'm a massive fan of 2 Mello and 3D platformers. I expected to like this game, and I did. The art direction and soundtrack are fantastic, and the movement is smooth once you get used to it. The "expressive platformer" moniker that they use shines through. Most platforming challenges have multiple solutions and it's clear that they left unintentional solutions alone, which I like. This game nails its flow and it feels great to master the movement. I really appreciate the extra tools the game gives you to help 100% it; I wouldn't have gone out of my way to collect everything if the magnetism talisman didn't exist. Demon Tides isn't perfect by any means, though. - For a fast-paced 3D platformer, the default FOV is borderline unplayable if wanting to go any faster than walking; I had to crank the FOV to the max to have a fun experience; otherwise you just don't get information quickly enough when moving around to do good platforming. - The camera control is great! ... when the game doesn't take that control away from you. Any moment when Demon Tides forces a camera angle on you is jarring and jagged. Super messy and not smooth in the slightest when transitioning between forced control and free camera areas (the anti-gravity sections are a very good example of this issue). - The cutscene animations are notably reminiscent of Sonic Adventure 1 in their clippy, jagged movements that never quite felt natural for the characters, which is especially weird considering how beautiful the 2D art is for this game. It feels like the models were not designed to be looked at up close. I was left wishing the 2D art was used for the plot instead of sprays. - The moment-to-moment dialogue felt forced in much of its comedy, and the story really comes across as a vehicle for the gameplay. It's passable, but only passable. The characters are very charming, but painfully one-dimensional. - This game's combat is ... questionable. The feedback between getting hit and hitting your enemy is just not there most of the time. I think the sound design is a little lacking in that regard and it makes combat feel super off. - It genuinely might've been a settings issue, but I had a bunch of very funny rendering issues while playing. Islands appearing right in front of me and characters T-posing until I got too close, that kind of thing. It didn't actually impact gameplay but was very funny. I think it speaks to the quality of the movement, art, and soundtrack that I had this many nitpicks and still loved the experience. The devs know what they're doing and with some polish a masterpiece is on the way. This game was super fun to relax and move around in, and if that's the experience they were going for, they nailed it 100%. Looking forward to their next release.
The first quarter of the game was fun but it started to drag as it goes on. There is some tricky platforming while being chased or with a timer, that's just spoilt by bad timing of a moving platform or bad camera angle. The checkpoint ability is removed for those sections and it just makes it tedious to retry due to how janky it can feel at times. I went in at the start thinking that I would 100% the game but those timed sections have left a bad last impression and I no longer want to return. It's a shame because there are so many games out there and I really thought this would be for me as I like collectathon platformers.
disappointing cant finish it 6/10
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Where this game's players are, estimated from review languages.
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