Getting the squads ready for their next fight in Ebbtide.
I’ve been working on modular weapons, soldier equipment, and custom paint. Here are two videos showing the customization so far.
1. Weapons and gear — swap optics, muzzle attachments, magazines, grips and more, then choose your soldiers’ helmets, armor, pouches and other equipment.
Attachments affect accuracy, magazine capacity and reload time. Larger magazines hold more rounds, but add weight and take longer to reload. Armor provides more protection, while pouches let soldiers carry more spare magazines. That equipment adds up, and the total weight affects movement speed.
2. Custom paint — change the colors of uniforms and individual pieces of gear, including helmets, plate carriers, pouches, backpacks, gloves and boots. Vehicles and aircraft can be painted too.
Use the color picker to choose your own colors, or create camouflage from a base color and up to three pattern layers. Adjust each layer’s shape, size and coverage, try digital patterns, shuffle the layout, and save your designs.
Both videos finish with ghillie suits. These let soldiers get closer to zombies without being detected, opening up a stealthier approach.
Would you keep your squad light and mobile, or bring more armor and ammunition? What kind of camouflage would you make?
Wishlist Ebbtide on Steam:
store.steampowered.com/app/4…
Early development footage.
#Ebbtide #indiedev #gamedev
Thanks to all of you, Ebbtide reached 100,000 wishlists in just three days.
Honestly, I never expected this much attention in such a short time, and it still hasn’t sunk in. It’s amazing that a game I started on my own has reached so many people, and it gives me real strength for the development ahead. To everyone who discovered Ebbtide and added it to their wishlist, and everyone who told others about it, thank you from the bottom of my heart.
There’s still a lot I want to show you, and a lot left to polish. To answer your expectations with the game itself, I’ll keep refining the gameplay step by step, from the decisions you make on the operations map to the moments you fight on the battlefield yourself.
I’ll keep building toward the day you can play Ebbtide yourselves. Thank you so much for being part of this.
store.steampowered.com/app/4…
#Ebbtide #indiedev #gamedev
Wishlist Ebbtide on Steam:
store.steampowered.com/app/4…
The Steam page is finally live! Thank you for your patience and all the support.
Lead the last carrier task force through a world overrun by zombies. Command your forces on the operations map, then zoom into battle and take control yourself.
#indiedev #gamedev #Ebbtide
Scaling up helicopter operations in Ebbtide. 🚁
I’ve been working on helicopter group movement, with different formations and adjustable spacing between aircraft.
Here’s a larger transport formation moving across Los Angeles before deploying its squads on the ground.
How does the formation movement look?
Also, the Steam store page should be ready to go live this week! Sorry for the wait, and thanks for your patience.
Early development footage. #indiedev #gamedev
Ebbtide’s Discord is now open!
Come chat about the game, follow development, and share your feedback.
👉 discord.gg/JwGQGQFqhD
The Steam page is currently under review. I’ll share the link here as soon as it’s live!
I’m excited to finally show you Ebbtide’s operations map.
If you’ve been wondering how far the battlefield extends, every battle you’ve seen so far has taken place in and around Los Angeles.
The tutorial and Chapter 1 are being built around a fighting retreat across LA, holding successive positions as you fall back toward the Port of Los Angeles.
I visited LA a few years ago and practically lived in GTA V. I already knew it was huge, but researching this battlefield made me appreciate its scale all over again.
The map covers part of the wider LA metropolitan area. Sorry, Anaheim. I had to draw the line somewhere.
These three videos show how commands on the operations map connect to the battlefield:
1. Naval and air support — issue orders to ships, call in fighter support, and follow the aircraft through their flight, turns and attacks.
2. Helicopters — direct an Apache from the map, then dive down to follow its flight over the city.
3. Ground forces — inspect the horde, give your armored units movement orders, and follow the fighting through the streets. When the ammunition runs out, the main gun can no longer fire. It needs resupply.
The city is still a work in progress. I’m planning more operations and encounters to fill out the map, along with landmarks to make its different areas more recognizable.
I’m also working to minimize loading interruptions when moving between the map and the battlefield. Keeping close-up detail across an area this large is another challenge I’m continuing to work on.
What do you think of the operations map so far?
Early development footage.
#indiedev #gamedev
Just hit 4K followers. Thank you so much!
I’m developing Ebbtide on my own, and I never expected it to get this much attention. The response has been incredible, and I’m honestly still shaking a little.
There’s so much more I want to show you. I can’t wait to share what’s next.
For today, meet the Little Bird. The AH-6M hits the horde with guns and rockets. The MH-6M carries the troops, lifting off the ship’s flight deck and heading ashore.
Thanks for following along. Your support means a lot to me.
Early development footage.
#indiedev #gamedev
A new round of helicopter improvements in Ebbtide. 🚁
Updated rotor visuals, dust kicked up by rotor wash, and nearby trees reacting to the wind.
I’ve also refined the troop boarding and disembarking animations. The clip shows these details alongside helicopter transport and rappelling.
How do the helicopters look now?
Early development footage.
#indiedev #gamedev
Here’s that bigger flight deck. Meet the aircraft carrier in Ebbtide.
1. Air support in action — air-to-ground missiles, precision bombing, strafing, and building destruction. Follow the jets in flight or watch the strikes from the battlefield.
2. Deck operations — pilots climb aboard their jets, taxi to the catapult, and launch.
3. Landing and recovery — jets return to the carrier, land, and park before the pilots climb out.
The catapult launches and bombing runs are my favorite shots. What do you think of the carrier operations?
Early development footage.
#indiedev #gamedev

