Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 4696440 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | $7.99 |
| Free to play | No |
| Discount | 0% |
| Original price USD | $7.99 |
| Current price USD | $7.99 |
| Release date | May 20, 2026 |
| Developer | UVWIO Studio |
| Publisher | UVWIO Studio |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | 5 user reviews |
| Positive review percent | 100% |
| Positive reviews | 5 |
| Negative reviews | 0 |
| Total reviews | 5 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | https://store.steampowered.com/app/4696440/ |
Short description
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.
About this game
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 Loop The 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 Layers Board (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 Modes Campaign — 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 Stop Numbers 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.
Supported languages
English, Japanese, Simplified Chinese
