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
StatusIn development
PlatformsHTML5
Authoritchlab
GenreStrategy
Made withGodot
AI DisclosureAI Assisted, Graphics

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