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 Pathsare the choice: three cards at each evolution, take one, and they stack. 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
Grace after a chip+40%
Toughnessarms the shield
Evolve into BoulderAuto

Shrug off chips: recover longer after a hit before anything can touch you again.

Gravity

SIGNATURE
Gravity card artLV 3Signature · Planetesimal
Gravity wellpulls smaller bodies in
UnlocksShepherd & the well skills
Evolve into PlanetesimalAuto

Gravity well: pull smaller bodies into your orbit.

Molten Core

SIGNATURE
Molten Core card artLV 4Signature · Protoplanet
Eat-size threshold+10%
Evolve into ProtoplanetAuto

Melt bigger bodies: absorb closer to your own size.

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
Evolve into Ocean WorldAuto

Fractures cost less: keep more of your mass when something breaks you.

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. Shepherd is the active. You fire it yourself.

Sticky Ice

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

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

Dense Core

PATH
Dense Core card artMore XP
All XP×1.35 per pick
Ceilingnone, it compounds
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
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
Rechargefaster per pick
Evolution offer, 1 of 3Stacks

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

Shepherd

ACTIVE
Shepherd card artLV 3Active · Capture
Capturepull a body into orbit
Cooldown3 sec
Moonsshield you & feed
Offered from PlanetesimalOnceNeeds Gravity signature

Orbit a body that shields you and widens your pull.

Level milestones

Awakenings

Reach Living World and the levels keep climbing: LV 8, 9 and 10 in the beta, each with its own offer. Reach is the beta's capstone skill, appearing at LV 10.

Reach

SKILL
Reach card artLV 10Auto-seize
Auto-seizegrabs passing worlds
Grantsthe orbit system
LV 10 milestone offerOnce

Auto-seize: your world grabs passing bodies and pulls them into orbit on its own.

Pick your path in a run.