Wrack — a translucent bioluminescent tidal colony-creature spread across a drowned mudflat at dusk, a distant hunter's skiff approaching
PC Game Concept  ·  Tactical RPG

Wrack

You don't command a squad — you are a single tidal colony-creature, and every limb a hunter tears off stays on the grid as wreckage blocking your own ground until the next cycle regrows it.

Genre  Tactical RPG
Platform  PC (Windows)
Input  KB + Mouse · Controller
Price  $24.99  (EA $19.99)
Status  Concept

Fans of Into the Breach and Demonschool who want the next tactics game to change what a "unit" even is, not reskin the squad. They remember Shadow of Mordor's Nemesis system more fondly than the rest of that game. They're fine playing the monster — Carrion scratched that itch for an afternoon — but they want a real grid under it instead of a timer and a health bar.

A drowned coastline of tidal flats, rusted harvesting platforms, and half-submerged church spires. Your creature is translucent and bioluminescent, more coral colony than monster — it pulses along its nerve-lines instead of roaring. Drowned teal and rust at low tide; bruise-purple and cold bone-white glow at high tide.

30-Second Loop

Move and act each limb once — Claw, Frond, Eye-stalk, Maw, Anchor. Confirm the turn and the hunters respond. A limb at zero Integrity severs on the spot, becomes wreckage blocking its own tile, and spikes the shared Vitality pool.

30-Minute Loop

A Tide Season runs eight Cycles. Pick a feeding ground, fight a string of hunters against its tide window, bank Biomass. Back at the Shallows, regrow severed limbs, choose a Mutation for each, and decide whether to return a limb short or burn a Cycle waiting.

60
Shared Vitality pool at Season start, drawn down whenever a limb severs
8–18
Local Integrity range per limb type before it severs into wreckage
2–4
Turns in a tide window, narrowing from Cycle 1 to Cycle 5
▲ ▲ ▲

Week 1 builds the grid, three limb types, and the sever-to-wreckage conversion. Week 2 adds the Mark-and-Rend combo and a full five-limb creature. Week 3 wires up Culling Crew AI and one complete encounter. Week 4 layers in tide windows and the Surveyor. Week 5 builds the Shallows hub, Biomass, and limb regrowth across two Cycles. Week 6 delivers a Flenser vertical slice for external playtesting, tuned against where runs actually fail.