We’re incredibly excited to announce the latest in-house development at Chucklefish:


Wayward Tide is a co-operative top-down action adventure game, taking place in a treacherous archipelago during the golden age of piracy. You and up to three other friends will find yourselves in a bustling sea-town, ready to swash-buckle your way through five mysterious islands, of ever increasing riches (and difficulty). You’ll battle dangerous enemies, hoard treasures, solve fiendish puzzles and avoid deadly traps… or maybe you’ll backstab your crew to get ahead!

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One of the key features we’re focusing on is the nature of the puzzles and traps, which will introduce a competitive edge to the co-op experience. For instance, you and your friends might find yourself dealing with a pressure plate trap.

The solution would involve everyone stepping off at the same time. Stepping off too early will unhelpfully drop a boulder on your friend. We’re currently planning on a way to resurrect co-op players from time to time, so it’s not game over if a few of you get killed along the way.

Be warned, however – Death comes at a price. If all players die, they’ll find themselves washed up at the starting town. The treasure will carry over, allowing them to upgrade in the town stores, but the next attempt at the island will be a different experience thanks to the randomly generated levels.

Planned Features: 

  • 1-4 Player Support (Local and Online Co-op)
  • Competitive Co-op Experience
  • Randomly Generated levels
  • Five distinct islands with their own theme, enemies, puzzles and traps
  • Modding Support


The Team: 

Allow us to introduce ourselves, we’re a dedicated team at Chucklefish – Working independently from the Starbound team.


SamuriFerret– Artist |  Palf – Coder | Rosie – Producer | Supernorn – Artist


Community and Modding: 

We’re still very early in development, and there are a lot of decisions yet to be made. The vibrant community of Starbound has been a great success, and that’s partly due to the modding scene. We want to encourage the same with this game, so the current plan is to make our development toolset available shortly after the game is released.

We’ll be looking to the community to tell us what they want to see, so get in touch via this blog, or alternatively on Twitter (@waywardtide).

Hello Guys,

I’ve decided here would be a good place to talk about what’s left to do in getting to Starbound 1.0, as this post is going to be full of spoilers and I’d rather not post it on the Starbound front page for unsuspecting visitors. So SPOILERS AHEAD! I’d suggest ignoring this post entirely if you just want the best Starbound experience, but I know some people out there are very interested in development.

Of course everything here is subject to change, nothing is a promise or a contract. It’s purely what we’re working on right now.

So first I wanted to share a diagram of the games crafting progression. This isn’t entirely all inclusive and definitely doesn’t contain every item you can possibly craft. But it will give you a sense of the overall path through the game in terms of producing new tech and can be compared with the nightly builds to track progress to completion.

Click the image below to view the tech tree:



The next diagram displays the players progression through the universe, as well as the obstacles that block off parts of the universe in typical metroidvania fashion.



And here is a (summarised + non exhaustive) list of major tasks left to complete before 1.0

* balance armor and health stats so:
 if monster level = armor level > Take 7 monster bites to die
 if monster level = armor level +1 > Take 3 monster bites to die
* balance energy stats so:
 if gun level = armor level = monster level > be able to shoot long enough to kill 1.5 / 2 monsters (assuming no misses)
 if staff level = armor level > allow two staff shots before 0 energy
* recolour/switch art/switch stats of higher tier swords to match the split armor tiers
* Create garden biome to replace grasslands, add pine trees. Make it the starter planet
* Add ability to assign biome to instanced dungeons
* Add engine ability to search for starter system that matches requirements
* choose tier for each tech, drastically balance each tech, make them more like skills learned at certain intervals throughout the game
* implement roadblock status effects + back items that negate them, add protection effect to subsequent armors.
* Once all staves complete, balance staves so:
 if staff level = monster level > kill monster in 1 hit with slow charging staff
* Balance branching armors
* Add element to each main biome that encourages return for the entire game, i.e. bandages/cloth from forests.
* Get mission selection UI working
* Get mission reward system working
* improve Z leveling
* improve Drawables
* optimize particles
* add fossil system
* add pets
* add nebulae
* Complete missions:
 Moon base mission
 Avian mission
 Apex Mission
 Floran Mission
 Glitch Mission
 Hylotl Mission
 Human Mission 
 Tentacle mission
* Balance manipulators and look at where the upgrade should come / should we remove other mining tools
* Remove weapons that can attack with two different swoosh effects (if not done already)
* Implement generated quest system
* create Alien biome
* create City biome
* Implement block protection system
* Add unbreakable blocks as a planet property
* Add player built space station system
* Add player statues
* Add player weapons/hats

* Add player NPC names

* Add Credits
* Finish Novakid armors, weaponry and furniture

* Finish/implement contest monsters and hats

We’re going to be releasing a stable update once the tech tree can be progressed through from start to finish, after that we’re going to be focusing on finishing up this todo list for 1.0. Which we are aiming for this year, but could go into next. It takes as long as it takes to get it all done, but we’re working as fast as we can.

Post 1.0 we have a whole bunch of content and updates planned, but I’ll go into those at a later date.

Hopefully this gives some insight into where we are and what we’re working with. And if you want to experience this content on a piece by piece basis, opt into our nightly builds but expect an unstable/save breaking experience.