Ever Bloom
EverBloom is a real-time, isometric tower defense about defending the Mothertree
on an irregular, broken grid. Enemies seep from the fog at the board's edge and
walk inward — your job is to make sure the ground between them and the tree is
never on their side.
TERRAFORM THE FIELD
Flood tiles into water, Cleanse corruption, and Quake the earth. The board is a
weapon: standing water conducts a shock, fire boils puddles into steam, blight
spreads where you let it. Every surface is something you created or allowed.
CHAIN THE ELEMENTS
Four elements — shock, fire, ice, poison — react on contact through a reaction
system, not a damage-type chart. Electrified water hits twice as hard. Freeze a
burning enemy and the reaction changes. Builds come from the interactions, not
the stat sticks.
BUILD WITH ARTIFACTS & RELICS
Draft artifacts between waves — each carries conditional affixes ("+ to wet
enemies", "at 6 Shock, charge floods") that reward committing to an element.
Relics bend the run's rules. Nothing is a flat number; everything asks you to
set something up.
SURVIVE FOUR BIOMES
Push through the Verdant Shallows, Emberfall, the Sunken, and the Rotwood across
32 waves — each with its own hazards, enemies, and bosses, from the Slagwarden
to the Rotmother.
Pixel art • real-time • one wrong flood and the field is theirs.
Controls: tap/click to begin, tap tiles to act, arm an ability then target.
Speed controls (0.5x–4x) bottom-left. Best in fullscreen.
| Published | 11 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | itchlab |
| Genre | Strategy |
| Made with | Godot |
| AI Disclosure | AI Assisted, Graphics |

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