Details
EntwicklerUVWIO Studio
PublisherUVWIO Studio
KostenlosNo
AlterKeine
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.
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 LoopThe 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 LayersBoard (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 ModesCampaign — 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 StopNumbers 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.
Raw AppDetails anzeigen
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"detailed_description": "<h2 class=\"bb_tag\" >Bloomtide</h2><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >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.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ><strong>But the real game is turning "enough" into an explosion.</strong></p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >Core Loop</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>The board reshuffles every day</strong> — same pool, new layout. Adjacent relationships create new synergies each run.</p></li><li><p class=\"bb_paragraph\" ><strong>Event queue resolution</strong> — growth, devour, movement, decay, burst. One event triggers the next, chaining into exponential payoffs.</p></li><li><p class=\"bb_paragraph\" ><strong>Daily 3-pick (CoreItem)</strong> — add a new symbol type, or weight an existing one. Slowly bend the random board toward your archetype.</p></li><li><p class=\"bb_paragraph\" ><strong>Rent at the end of each cycle</strong> — 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.</p></li></ul><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >Three Strategy Layers</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Board (CoreItem)</strong> — define what can show up on your board.</p></li><li><p class=\"bb_paragraph\" ><strong>Environment (EffectItem)</strong> — Snowy Mountain accelerates growth. Deep Sea strengthens devouring. Match your archetype.</p></li><li><p class=\"bb_paragraph\" ><strong>Equipment (BuffItem)</strong> — multiplier wands, xmult rings. Take a working build and break the numbers.</p></li></ul><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >"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.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >Two Modes</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Campaign</strong> — 12 rent payments to win. A guided ramp through every mechanic.</p></li><li><p class=\"bb_paragraph\" ><strong>Endless</strong> — rent stops scaling at run 14. All items unlocked. No survival pressure — just "how far can my build push the numbers?"</p></li></ul><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >Why You Won't Stop</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Numbers go up — hard.</strong> A modifier pipeline (chips_add → chips_mul → mult_add → mult_mul → xmult) takes a good hand from dozens to millions in a single resolve.</p></li><li><p class=\"bb_paragraph\" ><strong>Hidden combos to discover.</strong> A hawk eating a snake poisons the field. A cherry blossom hitting zero blows up everyone. Hundreds of cross-item interactions waiting.</p></li><li><p class=\"bb_paragraph\" ><strong>Every run is different.</strong> Archetypes × environments × equipment = a vast space of viable builds.</p></li><li><p class=\"bb_paragraph\" ><strong>Simple rules, emergent depth.</strong> Each item is readable at a glance. The combinations are not.</p></li><li><p class=\"bb_paragraph\" ><strong>Stylized symbol art.</strong> Every piece is readable at a glance — high information density, zero recognition cost.</p></li></ul><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ></p>",
"about_the_game": "<h2 class=\"bb_tag\" >Bloomtide</h2><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >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.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ><strong>But the real game is turning "enough" into an explosion.</strong></p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >Core Loop</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>The board reshuffles every day</strong> — same pool, new layout. Adjacent relationships create new synergies each run.</p></li><li><p class=\"bb_paragraph\" ><strong>Event queue resolution</strong> — growth, devour, movement, decay, burst. One event triggers the next, chaining into exponential payoffs.</p></li><li><p class=\"bb_paragraph\" ><strong>Daily 3-pick (CoreItem)</strong> — add a new symbol type, or weight an existing one. Slowly bend the random board toward your archetype.</p></li><li><p class=\"bb_paragraph\" ><strong>Rent at the end of each cycle</strong> — 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.</p></li></ul><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >Three Strategy Layers</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Board (CoreItem)</strong> — define what can show up on your board.</p></li><li><p class=\"bb_paragraph\" ><strong>Environment (EffectItem)</strong> — Snowy Mountain accelerates growth. Deep Sea strengthens devouring. Match your archetype.</p></li><li><p class=\"bb_paragraph\" ><strong>Equipment (BuffItem)</strong> — multiplier wands, xmult rings. Take a working build and break the numbers.</p></li></ul><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >"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.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >Two Modes</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Campaign</strong> — 12 rent payments to win. A guided ramp through every mechanic.</p></li><li><p class=\"bb_paragraph\" ><strong>Endless</strong> — rent stops scaling at run 14. All items unlocked. No survival pressure — just "how far can my build push the numbers?"</p></li></ul><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >Why You Won't Stop</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Numbers go up — hard.</strong> A modifier pipeline (chips_add → chips_mul → mult_add → mult_mul → xmult) takes a good hand from dozens to millions in a single resolve.</p></li><li><p class=\"bb_paragraph\" ><strong>Hidden combos to discover.</strong> A hawk eating a snake poisons the field. A cherry blossom hitting zero blows up everyone. Hundreds of cross-item interactions waiting.</p></li><li><p class=\"bb_paragraph\" ><strong>Every run is different.</strong> Archetypes × environments × equipment = a vast space of viable builds.</p></li><li><p class=\"bb_paragraph\" ><strong>Simple rules, emergent depth.</strong> Each item is readable at a glance. The combinations are not.</p></li><li><p class=\"bb_paragraph\" ><strong>Stylized symbol art.</strong> Every piece is readable at a glance — high information density, zero recognition cost.</p></li></ul><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ></p>",
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