Island survival · Ocean exploration

WILDTIDE

An original browser-based multiplayer ocean survival game. Explore connected islands, build boats, survive the elements, form Crews and conquer territory.

144 km² ocean world per server11 islandsOnline PvE & PvPLIVE v0.59.26.18 · protocol 70PLANNED Future horizons

What you can play today, grouped by system. Future work is clearly marked PLANNED.

World & Atmosphere

AVAILABLE
  • Wildtide — original open-world multiplayer pirate and survival game.
  • Fully playable in a web browser with no game download required.
  • Real-time 3D gameplay using Three.js and WebGL.
  • Persistent online multiplayer with independent PvE and PvP servers.
  • Player accounts, login, registration and saved survivors.
  • 144 km² connected ocean world per server.
  • Four connected ocean grids: A1, B1, A2 and B2.
  • 11 explorable islands with different landscapes and environments.
  • Tropical beaches, palm trees, forests, rocky coastlines, rivers and mountains.
  • Dynamic ocean waves, surf, sea foam and shoreline effects.
  • Dynamic weather including rain, storms and calmer conditions.
  • Day/night cycle with shared multiplayer world time.
  • Atmospheric sunlight, shadows, fog and changing lighting.
  • Environmental sounds, ocean ambience, footsteps and sailing audio.
  • Natural coastal water colours blend into the open sea around all 11 islands.
  • Realistic, layered fern fronds follow the ground’s slope, alongside the island’s other woodland plants.

Survivors & Survival

AVAILABLE
  • First- and third-person play: walk, run, crouch, jump, wade and swim.
  • Male and female survivor character creator.
  • Customisable skin tones, hairstyles, hair colours and facial hair.
  • Health, hunger and thirst: food and drinking keep you going; an empty stomach or thirst drains health.
  • Freshwater springs and river drinking points; refill a crafted waterskin to carry three drinks.
  • 24-slot inventory and six-slot hotbar with stacking, equipping, moving and dropping items.
  • Placeable campfires with fuel and cooking mechanics.
  • Cook raw meat and fish at a lit campfire to make filling meals; raw meat and raw fish cannot be eaten as they are.
  • Shore fishing with a crafted rod: cast into open sea, watch the bobber and reel in while a fish is biting.
  • Craft bandages for gradual healing; a fresh hit interrupts the dressing rather than giving instant health.
  • Rest near a lit campfire to recover health faster while fed and hydrated.
  • Dry raw meat and fish on a rack in five minutes; dried provisions stack more densely for longer journeys.
  • Held torches burn fuel over time and can be lit or extinguished; entering water puts them out.
  • Logged-out survivors remain as sleepers in the world. Their hunger and thirst pause, but legal PvP attacks can still harm them.
  • Combined inventory and crafting: Tab opens one panel with Inventory and Crafting tabs; equipment, pack slots and hotbar dragging remain together.
  • Persistent stamina: running, swimming, jumping and physical attacks spend stamina. Rest restores it; the server preserves stamina and tiredness through logout, sleep, restart and region crossings.
  • Fall damage: drops up to 3.5 metres are safe; higher falls cause server-controlled damage, cushioned by water depth. Normal slopes, ship motion and boarding are handled separately.

Wildlife & Hunting

AVAILABLE
  • Deer and wolves inhabit suitable island woodland and open ground; animal populations vary by island.
  • Deer graze, wander, notice survivors and startle before fleeing; movement and crouching affect how easily animals notice you.
  • Wolves watch, pursue and bite; provoking one can rally nearby pack members, while badly hurt wolves may retreat.
  • Lit campfires deter pursuing wolves; wolves also abandon chases at water or when their chase limits are reached.
  • Deer calls, wolf growls and pack howls accompany animal behaviour; packs can answer distant howls.
  • Hunt with melee weapons, arrows or thrown spears, then harvest carcasses for raw meat and hide.
  • A full pack leaves uncollected resources on the carcass; carcasses remain until emptied or their time runs out.
  • Animal positions, wounds, carcasses and replacement timers persist through saves; hunted animals respawn near their habitats out of sight of survivors.

Clothing, Armour & Backpacks

AVAILABLE
  • Woven clothing: craft a woven tunic, woven trousers and bound fibre shoes from plant fibre and rope.
  • Hide clothing: turn hunted hides into a hide jerkin, leggings, boots and bracers.
  • Slat armour: upgrade a carried hide jerkin with wood and rope to make protective wooden armour.
  • Craftable hide backpack: a hide sack on a stick frame adds eight inventory slots, increasing your pack from 24 to 32.
  • Backpack removal checks your remaining capacity first, so taking it off cannot silently discard carried items.
  • Equipment uses head, chest, legs, feet, hands, back and belt slots; worn clothing and backpacks are visible on your survivor.
  • Worn armour reduces melee hits, bites and projectiles, with a combined protection cap; it does not prevent hunger or thirst damage.
  • Begin with an empty inventory and make your own equipment; the worn cloth on a new survivor is part of the character’s starting appearance.

Resources & Crafting

AVAILABLE
  • Gather wood, stone, sticks and plant fibre from trees, ground resources, driftwood and vegetation.
  • Trees that can be chopped down, leaving stumps.
  • Regrowing natural resources.
  • Craft stone hatchets for woodcutting, fishing rods, repair hammers, torches and primitive weapons from gathered materials.
  • Crafting categories cover Buildings, Ships & Boats, Tools & Weapons, Clothing & Armour and Survival.
  • Make rope from plant fibre and collect tree resin for torches, waterskins and bandages.
  • Tar seeps on the Broken Crown provide an island-specific resource worth collecting; tar currently has no crafting recipe.
  • Recipes show required materials; the server checks ingredients and inventory room before spending materials and creating an item.
  • Thirteen ship recipes cover Skiff, Sloop and Schooner frames and their components. Ships & Boats groups recipes by vessel and Shared Parts; the Sloop’s crafted components also build the Schooner, with multiple items required for its larger parts.

Combat & Weapons

AVAILABLE
  • Unarmed punches, stone-hatchet blows, spear thrusts and bow shots, with hits and damage decided by the server.
  • Thrust a stone spear at close range or raise and throw it; a recoverable spear remains where it lands, including in shallow water.
  • Draw a wooden bow before releasing an arrow: a longer draw changes its speed and damage, and gravity bends its flight.
  • Arrows that stick in accessible ground or solid scenery can be picked up again; thrown weapons are not duplicated when recovered.
  • Trees, rocks and built structures obstruct attacks and projectiles; aimed hit checks protect against striking through walls.
  • The repair hammer mends permitted buildings, beds, storage boxes and damaged ship parts using materials.
  • Aim preview: trajectory dots and an endpoint ring follow the predicted arrow or thrown-spear flight and account for obstacles.
  • Action stamina and exhaustion: hatchet blows, punches, spear attacks and released arrows consume server-owned stamina. Winded attacks remain possible at full damage, with a longer interval between them.

Building & Crews

AVAILABLE
  • Modular timber building: raised floors, walls, doorways, doors, roofs and stairs, with support and placement rules.
  • Snapping and structure placement systems.
  • Lockable doors and access permissions.
  • Twelve-slot storage boxes and six-piece drying racks, with personal or Crew access settings.
  • Personal beds with naming and respawn selection; owners can explicitly share a bed with their Crew.
  • Building damage, durability, repairs and destruction.
  • Crews with membership management and permissions.
  • Crew ranks including Owner, Administrator, Officer, Member, Recruit and custom ranks.
  • Crew alliances and related management systems.
  • Personal and Crew-owned buildings, ships and property.
  • Crew building permissions and individual access controls.
  • Window walls, working shutters, half walls, railings, palisades and double-leaf gates expand timber building choices; A1 forbids fortifications.
  • Use named beds and map markers to choose a respawn point, or select either protected starter island after death.
  • Supported shoreline building: floors can extend over shallow water when sufficiently above the calm sea and supported by posts that reach the bottom within their limits.
  • Demolition refunds: deliberately dismantling eligible buildings, furnishings and shipboard pieces returns 50% of their raw materials, rounded down per resource, instead of the finished item. Made ingredients such as rope are resolved to raw materials; wear does not reduce the refund.
  • Safe dismantling: the full refund must fit in your pack before a piece is removed. Storage boxes must be emptied first; drying racks return hanging items whole alongside their material refund. Ownership, permissions and reach still apply. Damage, decay and admin removal do not grant demolition refunds.
  • Hold-X demolition: aim at an eligible piece and hold X for 3 seconds, using the shared progress panel and refund preview. Release early, look away, leave reach or open a menu to cancel. Ordinary dismantling is timed by the server and retains ownership, support, inventory and 50% raw-material refund checks.

Ships & Sailing

AVAILABLE
  • Three buildable vessels: Skiff, Sloop and Modular Schooner. Craft a frame, lay it in suitable water and fit the vessel’s required crafted components.
  • Steer a Skiff with its oar or sail a Sloop or Schooner using its wheel, sails and the wind; anchor when you need to hold position.
  • Sail-hold control allowing a ship to continue sailing while the player moves around.
  • Adjustable third-person sailing camera.
  • Walkable ship decks and ship boarding.
  • Ship ladders and controlled boarding locations.
  • Ship repairs, damaged hulls and replaceable parts.
  • Hull leaks, flooding and manual water bailing.
  • Ships that can sink permanently when sufficiently damaged.
  • Sunken Skiff, Sloop and Schooner wrecks retain a share of their fitted construction materials for recovery; a Schooner’s salvage also accounts for pieces built aboard. Wrecks expire after 45 minutes.
  • Loot bags from player deaths, including bags that remain aboard moving ships.
  • Seamless sailing between connected ocean-grid regions.
  • Interactive world map with island locations and navigation.
  • Player-following map camera and map panning.
  • Personal and Crew ship markers on the world map.
  • Bed locations and respawn selection through the map.
  • A Skiff has five fitted parts including its frame; a Sloop has seventeen, including twelve hull panels. A Modular Schooner has twenty-six fitted parts, including eighteen hull panels.
  • Build on timber stocks, check launch clearance and lower a completed vessel into the water; a new Sloop or Schooner must be named before launch.
  • Take a crafted ship component in hand to see its fitting preview, then fit it at the boat; missing parts can be crafted and replaced.
  • Individual ship parts have their own condition; authorised removal returns 50% of the part’s raw materials, rounded down, regardless of wear.
  • Collisions with rocks or other hulls can damage a ship; damaged hull panels admit water that must be repaired or bailed.
  • Physical ship work: fit a crafted component in hand with E, repair with the hammer and hold X at the component to remove it. Component order, access, a still ship and helm restrictions are enforced.
  • Server-checked ship interactions: fitting, every repair-hammer blow and component removal require reach and sight to the actual part. Intact hulls, decks and solid obstacles block work through them. Removal also verifies the ship’s identity when a hold starts and before it completes.
  • Hull openings: missing underwater panels admit water; replacing them closes the breach while existing floodwater still needs bailing. Prompts distinguish active leaks, damage, cracks and missing panels.
  • Ship management: B opens Overview, Ship Parts and Access tabs for status, condition, bailing, naming, launch and permissions. Component work takes place physically at the ship; (?) tips explain each system.
  • Sleeping passengers: survivors stay attached to Skiff and Sloop decks through movement, pitch and roll, region crossings, restarts and changes to the ship list.
  • Modular Schooner: a 19-metre, two-masted vessel with walkable main and lower decks, reached by its boarding ladder and companionway. Its larger components use the same crafted supplies as the Sloop.
  • Shipboard building: use ordinary wooden building items in the Schooner’s permitted spaces. Walls, doorways, doors, window walls, shutters, half walls and railings fit below; half walls and railings fit on the main deck. Its open bay can hold a flush floor or stairs from below.
  • Safe shipboard layouts: the server checks placement, permissions, reach and sight, keeping the helm, masts, boarding ladder and other working routes clear. Roofs, palisades and furnishings, including beds and storage boxes, cannot be built aboard.
  • Persistent shipboard pieces: doors and shutters work with E; hold X to take a piece down, or use the hammer to repair it. The pieces move and save with the Schooner across restarts and region crossings. Shipboard doors are currently unlocked; pieces must be cleared before their supporting decks or the vessel can be dismantled.
  • Flexible Schooner stairs: use ordinary crafted Wooden Stairs in valid positions aboard, rotated in all four directions. The original companion stairs can be removed and restored without spending materials or moving the wheel, allowing crafted stairs to replace them.
  • Stair openings and safe routes: crafted companion stairs create framed, railed deck openings that close when the stairs are removed. The server checks obstructions and nearby survivors, and refuses changes that would leave someone below deck with no way up. Stair arrangements and interiors save with the ship through restarts and region crossings.

Territory, Raiding & PvP

AVAILABLE
  • Two protected starter islands: The First Shore and Sandhaven.
  • Safe Waters protection against PvP, raiding and island conquest.
  • Nine claimable islands outside the protected starter area.
  • Craftable island claim flags.
  • Timed island claiming with contested capture progress.
  • Open-world PvP combat outside protected Haven areas.
  • Structure damage and raiding during permitted vulnerability windows.
  • Conquest of islands already owned by rival Crews.
  • Island defenders who can contest and reverse enemy conquest progress.
  • Sleeping characters who can contribute to island defence under the existing rules.
  • Crew-configurable island vulnerability schedules.
  • Crew attack and territory-contest notifications.
  • Death, inventory loss, loot recovery and respawning.
  • PvP bed-respawn cooldowns that discourage repeated nearby respawns.
  • Independent settlers who can own property on Crew-claimed islands.
  • Protection against building too close to other players' established bases.

Persistence, Admin & Visuals

AVAILABLE
  • Server-authoritative multiplayer systems to validate gameplay and ownership.
  • Persistent world saves for survivors, buildings, ships, storage and claims.
  • World continuity through server restarts and reconnects.
  • Keeper approval and authorised administrator tools for managing access and the world.
  • Cinematic main menu featuring viewpoints from the game's islands.
  • Environment detail including woodland plants, rocks, grasses, driftwood and shore decorations.
  • The First Shore's Old Landing jetty and Beacon Cairn landmarks.
  • Sandhaven Harbour and Spit Light landmarks.
  • Atmospheric docks, shelters, fishing props and navigation lights.
  • Natural footpaths connecting starter landmarks.
  • Rendering optimisations, terrain LOD and scalable graphics quality.
  • Each official world has 32 configured player slots and its own survivors and progress, backed by shared sign-in accounts.
  • Ship ownership, fitted parts and damage persist through region handovers, alongside passengers’ inventories; sleepers and loot bags on a moving deck travel with it.
  • Shared ship materials and geometry, merged hulls and distance detail reduce rendering work for nearby fleets while retaining individual components and their condition.
  • The world renders at about 30 FPS behind the ESC menu while multiplayer simulation and survival timers continue.
  • F10 Admin Remove Mode: authorised administrators can confirm removal of one nearby building piece or furnishing. The server checks permissions and logs requests; storage contents become a 30-minute loot bag.

Safe Waters & Property Care

AVAILABLE
  • A1 Safe Waters structure decay: unrepaired buildings and beds weather away in about 12 hours; storage boxes follow the same decay period.
  • Accelerated A1 ship deterioration and sinking (approximately 8 hours).
  • Storage-box decay that leaves lootable inventory bags.
  • Death and container loot-bag expiry (30 minutes), manually dropped-item expiry (5 minutes).
  • A1 restriction on palisades and defensive gates.
  • Extended POI no-build protection around starter docks.
  • A1 campfires and drying racks: unrepaired fires and racks weather over 12 hours. Mend fires with Stone and racks with Wood using the hammer. A broken rack leaves its contents in a 30-minute loot bag.
  • Claimable-grid property: wooden structures, beds and land storage boxes in B1, A2 and B2 have a 14-day absence timer. Campfires and drying racks have seven days. Ships are outside this abandonment system.
  • Keep settlements through use: awake, living owners and permitted keepers within 20 metres refresh property timers. A kept base also keeps furnishings on its floors and nearby fires; logging in elsewhere does not count.
  • Persistent property timers: existing untimed property receives its full grace period. Dates persist through restarts and offline time; outages longer than 24 hours pause the timers for that downtime. Remaining time is shown only to permitted keepers.
  • Abandonment and stored items: due bases clear while respecting supported property. Box and rack contents become 30-minute loot bags; clearing waits if no bag slot is available. Lost beds are reported to their sleepers.
  • Players and Crews can maintain multiple owned vessels, with ownership and component state saved across the world.

Furniture & Ground Placement

AVAILABLE
  • Ground placement for beds, storage boxes and drying racks: furnishings settle into natural ground and lean gently with its slope; on built floors they remain level.
  • Saved ground furnishings settle to the same placement rules when loaded; furnishings standing on built floors keep their level placement.

Chat & Controls

AVAILABLE
  • Global, Crew and alliance chat: T or Enter opens chat. Use /c or /crew for your own Crew, and /a or /ally for Crew-and-allies chat. The server enforces recipients; private Crew lines are not stored in world history.
  • Session chat: joining or reconnecting starts a clean log. Region crossings keep your session’s messages; routine sleep, wake and arrival notices stay out of world chat.
  • Chat scrolling: read up to 200 session lines with the mouse wheel without moving the hotbar or sailing camera. New messages do not pull you down while reading older lines.
  • Configurable controls: H hides the HUD; hold X dismantles ordinary pieces and removes ship parts. In F10 Admin Remove Mode, X twice confirms an admin removal. The Controls page shows your bindings and explains chat commands.
  • ESC menu: Resume and × return to play after the browser confirms mouse capture. Focus loss opens the menu; a refused capture leaves it available for another click.

Planned · Future Horizons

PLANNED
  • PLANNED · Snow and ice islands: playable cold-climate islands with suitable terrain, vegetation, resources and weather, beginning with isolated prototypes.
  • PLANNED · Desert and arid islands: warm, dry island biomes and climate-specific resources, tested before any official-world expansion.
  • PLANNED · A larger connected sea: expand into new grid cells for longer voyages while preserving the existing populated world.
  • PLANNED · Further larger ship classes: additional vessel classes beyond the live Modular Schooner remain future work.
  • PLANNED · Diving and underwater exploration: reefs, kelp, coral and richer underwater salvage destinations beyond the current shipwreck system.
  • PLANNED · Marine wildlife: living ocean creatures with swimming, spawning and fishing or predator behaviour; separate asset experiments are not live game content.
  • PLANNED · Naval combat: cannons and ship-to-ship fighting, with boarding, hull damage, flooding and repairs developed into a fuller naval system.
  • PLANNED · Deeper survival and equipment: further clothing, armour, crafting progression and climate-related survival systems.
  • PLANNED · Regional trade: distinctive biome resources, crafting reasons to sail between islands, markets and a broader player economy.
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