Dig to bank fill, raise to build refuge, and herd your villagers above
the rising tide. Board the Ark, grab driftwood, beat par. A new seeded
island every day.
Driftwood0
Logbook
Driftwood Shop
Driftwood0
How to play
Goal
★ Survive the tide with at least one villager.
★★ Save the target share of your people.
★★★ Save everyone under the seeded actions budget.
Earthworks: dig to build
Terraforming is redistribution. Dig costs one ⚒ move
and banks 🪨 fill. Raise spends fill — but costs
no move. You can raise freely as long as you have fill.
Each turn you get a fill trickle and a limited ⚒ dig budget.
Fill banks across turns — dig aggressively early to stockpile.
Two-finger tap quick-digs. Drag to paint. Undo reverts this
turn before you Advance Tide.
Villagers
Each tide turn settlers migrate one step uphill automatically —
they follow the landscape. Sculpt slopes and ramps so they
naturally flow toward the Ark, not just a solitary peak they can't reach.
If their tile floods they make an emergency leap to the highest reachable
peak via any connected dry path. A settler with no dry neighbour is lost.
The Ark ⛵, caches 🪵 & ebbs
The Ark is fixed high ground (can't be reshaped). Villagers
ending on it are boarded for bonus points — make it the highest
reachable peak to funnel people aboard.
Driftwood caches score big: keep a villager on/next to one
while it's dry. The tide can ebb (gauge bars dip), exposing
low caches — dig basins to reach them.
Strategy
Dig tiles that will flood soon. They'll submerge anyway — mine
them for free fill before the tide arrives.
Make the Ark the highest peak. Villagers auto-flee to the
tallest reachable tile. Raise the Ark (or dig rival peaks down) to
funnel everyone aboard for bonus points.
Guard connectivity. A villager with no dry neighbour when the
tide rises is lost. Make sure every group has a path to high ground.
Stockpile fill early, spend it late. The ⚒ dig budget is your
scarce per-turn resource; 🪨 fill rolls over. Dig hard in early turns
to bank a big raise budget for the final surge.
Build slopes, not just peaks. Settlers migrate one step uphill
each turn — a cliff face stops them cold. Grade the landscape so every
group has a walking path to the Ark.
Watch ebb turns (green gauge bars). Submerged tiles glow green
the turn before they surface — dig basins near those tiles
early so villagers can walk to driftwood when the tide pulls back.
Act on red-tinted tiles. They flood next turn — raise
them or ensure villagers have an escape route before you Advance.
Efficiency star: every raise and dig counts toward the
action budget. Plan the minimum reshape needed — don't sculpt for fun.
Score beats the seeded par for medals, and Share posts a
board postcard. Earn Driftwood to buy perks. Daily islands are the same
for everyone; Practice gives endless random islands.