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Hadukis

Husktide

by Hadukis

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About

You walk, everything else fires on its own, and the swarm does not stop. Survive thirty minutes.

How to play

Drag anywhere to move, or use WASD and the arrow keys. Your weapons fire at whatever is closest. Walk over the gems to level up and pick what gets stronger.

Screenshots

Husktide — screenshot 1Husktide — screenshot 2Husktide — screenshot 3

Game details

Developer
Hadukis
Released
August 30, 2026
Last updated
August 31, 2026
Technology
HTML5, plays in the browser
Platforms
Computer, phone and tablet
Orientation
Landscape
Price
Free, no account, no download

About Husktide

Husktide is a survivors-like, built deliberately to the shape of the genre rather than around it: you only walk. Every weapon you own fires by itself at whatever is closest, so the whole of the game is where you choose to stand, and the run is thirty minutes long whether or not you last that far.

The danger is the number on screen, not any one insect. Cannon fodder dies in a single hit from the first minute to the last — that is a decision, not a shortfall — and what changes as the clock runs is how many of them there are and what arrives with them. Razor wasps at two minutes, spiders at four, bloatlings at six, hive brutes at seven, a boss every three minutes, and the Harvester at thirty, which does not want a fight and cannot be given one.

Between waves you are picking. Gems dropped by the swarm level you up, and each level offers a choice from nine weapons and seven passives. A weapon taken to its eighth level while you also carry its matching passive evolves into something else entirely the next time you open a chest, and chests come from hive queens, who arrive every three minutes. Five heroes start you somewhere different — an archer, an axethrower, a knife thrower, a pyromancer and a paladin — and any of them can pick up any other's weapon during a run, so the build is made from what the swarm hands you rather than chosen at the character screen.

It plays with one thumb, in whatever way you happen to be holding the phone: drag anywhere and a stick appears under your finger. Nothing in it talks to the network after the art has loaded. What it is not, yet, is varied in setting — every run happens on the same battlefield, and the other terrains that are drawn are not reachable.

Controls

Drag anywhere on the playfield
Move — a stick appears under your thumb where you put it down
W A S D, or the arrow keys
Move. Everything else fires on its own
Walk over a gem
Collect it. Enough of them is a level, and a level is a choice
Walk over a chest
Open it. Chests are where an evolved weapon comes from
The pause button
Pause, and mute
The upgrades screen, from the menu
Spend the gold a run leaves behind. It is kept between runs

Tips

  • Standing still is how runs end. The swarm converges on where you are, so the ground you have already crossed is the safest ground there is.
  • Take a second weapon before you deepen the first. Two things firing at once cover angles that one thing at double strength never will.
  • An evolution needs three things at once: the weapon at level eight, its matching passive in your hands, and a chest. Two out of three gets you nothing, and the passive is the one people leave out.
  • The fodder is not the threat and never becomes it. Read the screen for the big shapes — a brute walking at you through a hundred crawlers is the thing that actually kills.
  • Gold survives the run and levels do not. A run that ends at twelve minutes with the upgrade you wanted bought is worth more than one that reached eighteen and bought nothing.

What changed

  • The ground is a painting instead of generated grass, and the pixel tufts and flowers strewn over the old one are gone with it.
  • Rebalanced to the shape of the genre: fodder now dies in one hit for the whole thirty minutes, waves are larger and arrive faster, and the elites are tougher — a hive brute at the half hour has 39% more health than it did.
  • Fixed the game being drawn at half size on a phone held upright, and buttons whose tappable area arrived on the phone at 21 pixels instead of 44.
  • Released. Five heroes, nine weapons, seven passives, nine evolutions, and thirty minutes.

Husktide is ours — code and art, with nothing borrowed and nothing to clear with anybody else. It can be licensed for your portal.