Pilot a submarine through procedurally generated ocean depths, harvesting PSI energy from defeated fish and bosses while building power through three layers of prestige mechanics and craftable artifacts. TideWane combines idle progression with dungeon-crawling structure across five zones, rewarding both passive gains and active engagement as you work toward an ending with actual narrative payoff. Best suited for players who want meaningful progression complexity wrapped in a clean interface without unnecessary bloat.
About this game
Pilot a submarine into the deep. Kill fish, harvest PSI energy, and defeat 25 bosses across 5 ocean zones. Ascend, transcend, and unlock the Void. A deep-sea idle dungeon crawler with 3 prestige layers, 36 forgeable artifacts, procedural audio, and an ending worth reaching.
What players are saying
▲ Recommended10 hrs
Somewhat unbalanced at times, but still fun, with sleek UI and lots of information to peruse.
TideWane is 66% off for a limited time. If you've been on the fence nows your time. With five zones, twenty-five bosses, three prestige layers, 109 achievements. No microtransactions, no daily logins, no battle passes. You buy it once. What is TideWane? A deep-sea idle dungeon crawler. Descend through five ocean zones, fight procedural fish and hand-designed bosses, and build out three nested prestige trees. A quiet engine for long hours. 5 zones — Shallows, Kelp Forest, Twilight, Abyss, Vents 25 bosses with unique attack patterns 3 prestige layers (Ascend, Transcend, Void) 109 Steam achievements No FOMO, no timers, no premium currency Current build v1.2.3 The game is stable and complete. All progression systems shipped. Windows, macOS, and Linux. Thanks for playing! — goneIdle
Linux players: this build fixes two issues that prevented TideWane from launching on modern Linux desktops. On native Wayland sessions (Hyprland, GNOME Wayland, KDE Plasma Wayland, Sway, etc.), the game would crash on startup with a GTK initialization error from the in-game WebView. On NVIDIA GPUs, the game window would render fully black even though audio played — the WebView's GPU compositor wasn't drawing to the surface. Both are now handled by a small launcher script that ships with the build. No action needed beyond installing the update. Still required on Linux: webkit2gtk-4.1 must be installed at the OS level (e.g. sudo pacman -S webkit2gtk-4.1 on Arch, sudo apt install libwebkit2gtk-4.1-0 on Ubuntu 24.04+). Windows and macOS builds are unchanged in this update.
A small fix for a visible UI bug at non-100% UI Scale. If you'd raised UI Scale to 110% or 120% in Settings → Interface, the Dive view was rendering larger than the window — clipping the depth meter, ability cooldowns, and powerup icons off the right and bottom edges. Lowering it to 80% or 90% had the opposite issue: the dive canvas was rendering smaller than the window, leaving empty letterbox bands on the right and bottom. This update fixes that. At every UI Scale (80 / 90 / 100 / 110 / 120%), the Dive view now fills the window exactly — HUD elements stay on-screen, the background fills edge to edge. What changed Dive canvas — sized correctly at every UI Scale. No more clipped HUD or letterboxed background. Auto-Dive panel drag — same root cause; the drag clamp now respects the visible window edge instead of the unzoomed layout viewport, so you can reach the right/bottom edge at 100% instead of drifting off-screen. Notes If you were playing at 100% UI Scale, nothing visible changes — this fix is a no-op at the default. No save migration. Backward compatible.
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