Wyrdtide screenshot 1
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Wyrdtide is a viking CO-OP & singleplayer survival roguelite where you don't wade into the horde, you sail your longship straight into it. There's no hero to level and no dodging on foot only a hull, a crew at their posts, and a raid that grows hungrier the longer you last.

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About Wyrdtide

Wyrdtide screenshot 1

Skål! Wyrdtide is a viking CO-OP & singleplayer survival roguelite where you don't wade into the horde, you sail your longship straight into it. There's no hero to level and no dodging on foot only a hull, a crew at their posts, and a raid that grows hungrier the longer you last. Fit your weapons to the deck, catch the wind, and carve runes into the mast between waves. Every voyage is a saga worth telling, or a wreck worth remembering.

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Pick a hull, pick a crew, and fit your weapons to whatever mounts the ship gives you before you ever leave port. Raiders come in waves that only thicken the longer you survive, your crew answers back automatically, and every level carves a rune onto the mast -- a stacking boon pulled from a rarity-weighted hand, with two rerolls and two banishes to keep a bad draw from sinking the run.

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Two hulls sail from day one; the rest are earned in silver or blood. Every hull rewrites the run's own maths -- how many crew it carries, how many weapons it mounts, how it turns into a headwind, how much of a beating it shrugs off before the timbers give. Outrun the raid in a Snekkja, grind it out in a Langskip, or chase the secret Naglfar by owning every living crew type there is.

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Deck, rail, prow, mast, sail, stern-line, a ring around the hull, or driven through the timber itself -- every weapon fits a real mounting point on the model you're building, and most fire on their own the moment they're loaded. Three don't: the Harpoon Gun, Bone Catapult, and Storm Rod answer to your own aim, mouse or right stick, with a dedicated crosshair and range guide on deck whenever one's fitted.

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Eighteen crew types answer the call from voyages and port, each stacking its own way -- a skald who quickens the whole deck, a keel-smith mending timber mid-fight, a berserker who breaks post to charge and sprints back. Eight more, the Draugr Row, are dead men found only on Hel's own shores, and forty-one runes carve into the mast across four rarities of their own.

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A raven that sharpens every blade aboard, a storm-eagle watching for the blow that would land, an orca running silent beneath the hull -- one of eight beast companions rides with you each voyage. Jondalheim is always open; Salt Fjord, Ashen Skerries, and fire-lit Hel unlock by felling the sea before it on two tides of four, each tide raising raider health, speed, and hunger.

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Wyrdtide's raid is built to be shared. Host a lobby for up to three sailors, each fitting their own hull and loadout, and cast off into one wave clock, one Warden, one rising tide together -- nobody's reward pick ever pauses the fight for anyone else. Before departure, the host can stack optional curses onto the voyage -- half sight, faster raiders, no hull repair -- each one a real hacksilver bonus for the crew brave enough to take it.

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