EARLY ACCESS CONFESSIONAL
A Tale of Missteps, Pivots, & Second Chances
Game development is messy, exhilarating, exhausting, and often unpredictable. And sometimes, it’s downright humbling. If there’s one thing our journey with Tidal Shock has taught us, it’s that even the most passionate teams with the best of intentions and can stumble. Consider this our confessional: a story of rushing, pivoting, and ultimately returning to the game we just couldn’t walk away from.
The Rush to Early Access
In 2020, we launched Tidal Shock into Early Access with stars in our eyes. We believed in what we’d created—a neon-drenched, zero-gravity shooter set in vibrant underwater arenas. It was fast, fresh, and exactly the kind of unique multiplayer experience we thought the world needed.
But Early Access isn’t a magic bullet. It doesn’t guarantee visibility or conjure a player base out of thin air, and we learned that the hard way.
We rushed in, convinced that Tidal Shock would find its audience through sheer novelty. We didn’t market properly. We didn’t build awareness, create a buzz, or understand how differently Steam treats Early Access titles compared to full releases.
The result? An incredible game very few people got to play. Those who found us loved it—100% positive reviews are nothing to sneeze at—but the lobbies emptied out. Without enough players, Tidal Shock became a ghost town, and we were heartbroken.
The Pivot Phase
Disappointment is tough to face. Instead of tackling it head-on, we pivoted, hoping new ideas would bring success.
First came Unbreached, a co-op horde shooter featuring waves of abyssal monsters. Then Boilers, a PvPvE extraction experience blending abyssal horror with competitive play. Both were ambitious and exciting in their own ways.
But deep down, we knew they weren’t Tidal Shock. They weren’t the game we’d poured our hearts into, the one that had that special spark we couldn’t replicate. We got lost in fun ideas and prototypes, drifting further from the reason we’d started this journey.
Second Chances
Eventually, we faced the truth: Tidal Shock wasn’t finished. It deserved a second chance.
So we returned to it, polishing the gameplay, overhauling graphics, refining modes, and adding progression and achievements. We made the hard call to go free-to-play, removing any barrier that might keep players from diving in. We did it because we believed Tidal Shock deserved to be seen.
Now, as we prepare to leave Early Access and launch the game fully, we’re both nervous and excited. Nervous because we know how tough this industry is. Excited because we’re finally giving Tidal Shock the shot it always deserved.
Lessons Learned
If there’s one takeaway, it’s that making a great game isn’t enough. You must be deliberate—build a community, engage players, and plan your steps carefully. When things go wrong, be honest, learn from your mistakes, and find a way forward.
For us, that way forward is Tidal Shock. It’s our second chance to share this neon dream with the world. It’s proof that even after a stumble, you can get back up, dust yourself off, and try again.
So here we are—humble, hopeful, and ready to dive in once more. If you’re an indie dev reading this, know that it’s okay to struggle, to pivot, to learn as you go. What matters is that you keep going.
Let’s make waves.
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As a dyslexic designer, I use tools like ChatGPT to help refine my thoughts and communicate clearly. What I share comes from my experiences and passion—AI is just a tool, not a replacement for authenticity. Thank you for supporting indie creators like me.
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PRESS RELEASES, VIDEOS, GIFs & SCREENSHOTS
PRESS KIT
BENEATH THE SURFACE: The Indie Journey of Tidal Shock. READ
FREE-TO-PLAY: Tidal Shock Style. READ
FLUSHING EXPECTATIONS: Turning Underwater Gameplay Into Joy. READ
TRADING IN COMBAT BOOTS FOR TACTICAL FLIPPERS: Shooting for Fun in a Neon Light. READ
EARLY ACCESS CONFESSIONAL: A Tale of Missteps, Pivots and Second Chances. READ
OLD MAN IN THE SEA OF GAME DEV: One last roll of the dice. READ