Tideglass Studio
Accretion

The cards

Two kinds of power shape a run. Signatures come to you automatically the moment you evolve, one for every cosmic stage, guaranteed and never picked. The Paths are the choice: three cards at each evolution, take one, and they stack. At LV 8 your world takes its name from the paths you stacked most. Every number below is the game's real value.

Earned automatically, one per evolution

Signatures

The gold cards. You never pick these. Each cosmic stage grants its signature the moment you evolve into it, and they amass across the run. By Living World you carry all seven.

Accretion

SIGNATURE
Accretion card artLV 1Signature · Pebble
Passive XP+5 / sec
Evolve into PebbleAuto

A passive XP trickle: you keep growing even when you are not eating.

Inertia

SIGNATURE
Inertia card artLV 2Signature · Boulder
Toughness+0.4, arms the shield
Shield recharge32 sec on its own
Evolve into BoulderAuto

Weight that shrugs off a blow. Your first toughness arms a shield that turns a lethal hit into half a life.

Gravity

SIGNATURE
Gravity card artLV 3Signature · Planetesimal
Gravity wellpulls smaller bodies in
UnlocksShepherd capture
Evolve into PlanetesimalAuto

Gravity well: pull smaller bodies into your orbit.

Molten Core

SIGNATURE
Molten Core card artLV 4Signature · Protoplanet
Ramnear-equals break
Closing speed1.1× your top speed
Cost10% of your mass
Rivalstwo rams in 12 sec shatter one
Evolve into ProtoplanetAuto

Ram a near-equal body fast enough and it breaks instead of you, for a tenth of your mass.

Cleared Orbit

SIGNATURE
Cleared Orbit card artLV 5Signature · Planet
All XP×1.25 forever
Evolve into PlanetAuto

More XP from everything you absorb, for the rest of the run.

Atmosphere

SIGNATURE
Atmosphere card artLV 6Signature · Ocean World
Mass kept on fracture+25 pts
Burn-upfast bodies to 1.35× your eat size
Evolve into Ocean WorldAuto

Air and water close over a wound: fast bodies burn up on entry, and a fracture costs you less.

Biosphere

SIGNATURE
Biosphere card artLV 7Signature · Living World
All XP×1.5 forever
Evolve into Living WorldAuto

A thriving world: everything you absorb teaches you more.

Pick 1 of 3, at every evolution and every level after

Paths

The choice cards. Three appear at every evolution, and again at each level past your final form. The passives stack pick after pick, and a path that reaches its ceiling stops being offered, so a capped card never wastes one of your three slots. Stack a path far enough and it changes how your world behaves as well; the picks line on each card says when. Shepherd is the active: you fire it yourself, to capture a body or to throw a moon.

Sticky Ice

PATH
Sticky Ice card artEat bigger
Eat-size threshold+12% per pick
Ceiling1.25× your size
Two picksgrazing shears bites off
Evolution offer, 1 of 3Stacks

Frost-coat your shell: absorb bodies above your weight.

Dense Core

PATH
Dense Core card artMore XP
All XP×1.30, then ×1.20, ×1.12, ×1.05 per pick
Ceilingnone, it compounds
Three picksknockback halved
Evolution offer, 1 of 3Stacks

Pack your grains tighter: more mass and XP per absorb.

Solar Wind

PATH
Solar Wind card artFaster
Thrust+25% per pick
Ceiling2× base
Three picksskims refund half your burn
Evolution offer, 1 of 3Stacks

Ride the stellar breeze: steer harder, drift quicker.

Cohesion

PATH
Cohesion card artShield
Toughness+0.5 per pick (cap 3×)
Shieldlethal hit → ½ life
Recharge45 sec ÷ toughness, min 15
Three picksa shockwave when it breaks
Evolution offer, 1 of 3Stacks

Bind against impacts: a shield cuts a lethal hit to half a life, then recharges faster each pick.

Shepherd

ACTIVE
Shepherd card artLV 3Active · Capture
Capturetap: pull a body into orbit
Cooldown3 sec
Moonsshield you & feed
Throwhold 0.25 sec, release
Throw cooldown4 sec
Offered from PlanetesimalOnceNeeds Gravity signature

Orbit a body that shields you and widens your pull.

Level milestones

Milestones

Past Living World the levels keep climbing to LV 10, where the climb holds in this version, and each level brings its own offer. At LV 8 your world awakens, at LV 9 your gravity tears moons off the worlds that hold them, and LV 10 offers Reach, an active skill you fire by holding the Shepherd button.

Reach

SKILL
Reach card artLV 10Active
Chargehold about 1 sec, full at 2
Seizesup to 3 worlds
Tidal Chargehalf a bar for ×1.3 power
Cooldown14 sec
LV 10 milestone offerOnce

Hold the Shepherd button, then let go. Everything near you falls inward, and what fits, you keep.

LV 8, once per run

Your world awakens

At LV 8 your world takes a name from the paths you invested in most. Every Solar Wind, Cohesion, Sticky Ice and Dense Core pick counts one. Shepherd counts one for owning it and one more for every six captures, up to three. A path that leads the next by two or more names the world on its own. Two paths with two or more each make a hybrid named for both, such as Storm and Fortress World, and each half works at 0.6 strength. Anything else wakes a Balanced World.

  • Storm World (Solar Wind): burning costs half the mass, burn thrust +15%, skimming +25%, and a skim refunds half your recent burn.
  • Fortress World (Cohesion): the shield recharges in 0.7× the time, and a shockwave 1.5× wider breaks out when it goes, even without three picks.
  • Orbital World (Shepherd): 3 more moon slots, throw cooldown ×0.6, throws 20% faster.
  • Massive World (Dense Core): knockback no longer moves you, bigger bodies pull on you less, and your gravity reaches 1.3× farther and pulls 1.2× harder.
  • Accretor World (Sticky Ice): grazing shears bodies twice as fast, even without two picks, and your gravity pulls 1.2× harder, so loose pieces fall toward you.
  • Balanced World (no clear lead): burning costs 0.8×, the shield recharges in 0.9× the time, throw cooldown ×0.85, skimming +10%.

Pick your path in a run.