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Tidekeeper

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Tidekeeper screenshot 1
Tidekeeper Early Access Teaser Trailer trailerWatch trailer on Steam ↗

Tidekeeper

Simcoach Games · Published by Simcoach Games · Official site ↗

2 user reviews — 100% positive (2 reviews)

Last updated 29 Sept 2026

Ride the waves in Tidekeeper, a strategy adventure game where you guide Fin and Chumby to help the residents of the Hourglass Isles. Master the art of scheduling to maximize your impact as you assist islanders, complete time-sensitive tasks, and dive into a variety of fun and engaging minigames.

Early AccessDJCTQ lFull Controller Support

£8.50

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £8.50 · Highest: £8.509 Oct 2026

Adventure, Simulation, Early Access, Casual · 2024 · More £5 - £15 games

Explore theHourglass Isles as you guide characters Fin and Chumby, mastering schedules to aid islanders. Dive into a mix of strategy and casual gameplay in Simcoach Games' Tidekeeper for early access in 2024.

About this game

It's about time!

A series of storms approaches the Hourglass Isles. Some people need your aid to weather the lightning, waves, and torrential rain, while others would appreciate help in personal quests. Plan your schedule wisely and make the most of your time—can you balance the demands of the archipelago and ensure everyone gets the help they need?

Plan your days to maximize your impact—choose when and where to lend a hand as you balance the needs of the islanders. Earn renown for your helpful deeds, but timing is everything. Can you navigate optimally, arrive on time, and help everyone in need? Your scheduling skills are the key to success!

Discover hidden paths, secret locations, and new routes as you navigate the Hourglass Isles. Every discovery opens up new opportunities to optimize your travels and complete your schedule more efficiently. Explore to your advantage and make every moment count!

Hone your planning skills in a fun, interactive way that utilizes familiar and practical scheduling and calendar tools, preparing you for real-life scheduling challenges!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 or Windows 11
  • Processor: X64 Architecture
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 760 or similar
  • DirectX: Version 10
  • Storage: 2 GB available space
  • Sound Card: any

Recommended

Recommended:
  • OS: Windows 10 or Windows 11
  • Processor: X64 Architecture
  • Memory: 10 GB RAM
  • Graphics: NVIDIA GeForce GTX 760 or better
  • DirectX: Version 10
  • Storage: 2 GB available space
  • Sound Card: any

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Tidekeeper Content and Conclusions Early Access Update

    Welcome back everyone! The Tidekeeper team is excited to announce that we were able to dedicate the last part of 2025 to buffing Tidekeeper up and giving it some TLC. And so, we are delighted to bring you…. the Content and Conclusions update! So, what can you expect?Six new days of content! Going from a total of seven to thirteen days of playable content was no small feat for the team. Now, every day of the Hourglass Isles will give you a unique experience. Keep your eyes peeled to see which tasks are available on which days!Reputation upgrades! Your completed tasks build up to higher and higher levels of reputation. Visit Mushmaw’s Market to give you and Chumby some new powers, such as Scrap Sense, Boost Crash, and Warp! Use these upgrades to fully maximize your schedule and overcome obstacles in the world that block your best path.New minigames! We have added three new kinds of minigames that you will encounter around the world. See which days you can encounter the Schedule Help, Race, and Delivery tasks!Worldbuilding bits! The environment just gets prettier and prettier. We hope you’ll be excited to explore areas like the Spirelands and Cliffhouse District, and to meet new NPCs that reside in unique vessels.The Final Day! Day 13 isn’t just any old Tidekeeper day… it brings a massive storm! Build up your reputation and familiarity with the Hourglass Isles to maximize your schedule and save everyone!And finally, tons of bug fixes, polish, quality of life improvements, and tweaks. We hope that you’ll enjoy this new update! We feel as though we are approaching a v1.0 of Tidekeeper very soon!As always, if you find that anything goes wrong or unexpectedly while you are exploring the Hourglass Isles, please use this Google Form to report any bugs that you find.Thank you very much for your continued support and play of Tidekeeper. Let’s get scheduling!
    Read full article on Community Announcements (support)
  • AnnouncementsOfficial

    Tidekeeper Programming Devlog: Meet Greg!

    What's going on, Tidekeeper folks? We are back with a Tidekeeper devlog!In this post, please look forward to meeting Greg and learning what it's like to program a game like Tidekeeper. We'll be in touch soon for another update!===========================================================Kylie: Morning, Greg! Could you please give us an intro into who you are and what you do for the Tidekeeper team?Greg: Good morning. My name is Greg, and I do the programming for Tidekeeper.Kylie: Thank you! So, let’s get right into the questions. It feels like when people generally think about making games, they assume everyone on the team needs to know how to code. That’s not the case for us, but it’s absolutely the talent you bring to it. How would you describe your programming process?Greg: It usually starts with me getting a request from another team member. This could be a new feature to add to the game, or a tool that will make development easier, or an alteration to an existing system, etc.Once I have the request, I start thinking about how it fits into the current overall organizational structure of the project. Sometimes, it can be neatly added without disturbing too much other code. Other times, it will require me to rework existing parts of the project to make the new request easier to fit.Once I have a plan in mind to implement the request, I start making changes. However, it's not uncommon for me to have questions about implementation at this stage. So I'll have some conversations with whoever put in the request to clarify some things too.After the changes have been made, I test it out. I rarely get it 100% right on the first try, so I'll go back and make more changes until it's right.After I've tested it, I give it to the rest of the team members to test. Sometimes they find bugs that I didn't, so in that case, I go back and make additional changes until it's all good.Kylie: That process is awesome! It's fascinating to get a peek into how everything works, from communica...
    Read full article on Community Announcements (support)
  • Patch NotesOfficial

    Tidekeeper Weather and Worldbuilding Early Access Update

    Folks, welcome back! The Tidekeeper team is honored to announce that after a little over two months of development, we bring you the Weather and Worldbuilding update! So, what can you expect? Updated weather! From sunny mornings to stormy evenings, our new weather will change the way you approach navigating the Hourglass Isles. Tread carefully across the waves so that you can still make it to your tasks on time! Scrap! Behold, a brand new economy in the Hourglass Isles! Around the world, you may find little parts of scrap floating in the water. Collect scrap to build wave disruptors and spotlights to assist in your navigation. Worldbuilding bits! The environment has gotten a bit of a makeover. We hope you'll be able to find and admire the little runes, crystals, monoliths, and other decorations that give the Hourglass Isles just that little bit of extra flair! Updated camera movement! We saw your bugs in earlier builds and have updated the camera so that it's much smoother in dialogue. And finally, tons of bug fixes, polish, and tweaks. We hope that you'll enjoy this new update! If you find that anything goes wrong or unexpectedly while you explore the Hourglass Isles, please use this Google Form to report any bugs that you find. Thank you very much for playing Tidekeeper with us. Let's get scheduling!
    Read full article on Community Announcements (support)
  • AnnouncementsOfficial

    Tidekeeper Art Devlog: Meet Ross and Adam!

    Hello hello, Tidekeeper Steam devlog! Apologies for the late posting. It's been busy at the office keeping everything moving! Today, we are happy to introduce our two Tidekeeper artists to you: Ross and Adam! Let's get movin' right along. ---------------------- Kylie: What's goin' on folks? Would you please do us the honor of introducing yourself and what you do in the Tidekeeper team? Adam: My name is Adam Chizmar and I am the art director for Tidekeeper. Ross: Hey everyone. My name is Ross Omland and I am the technical artist involved with the world building and decoration of Tidekeeper. This involves working with the environmental props, weather, or to help create those special materials, shaders or particle systems that help make the world feel a little more alive. For this particular game, this has been a unique challenge because it's the first time the team has decided to create a larger world that the player can navigate around in. {STEAM_CLAN_IMAGE}/45220111/60b0427e74b14aa0a4cf87482c79ea52422cbddd.png -- Kylie: That is sweet, it's great to have you both here! Let's get into some art specifics. Do you have a pipeline? As in, when you have a new task or feature, do you have a plan of how it generally goes from start to finish? Ross: Yes definitely! I usually have to work through the entire process of creating the asset before I start. Once the team has discussed what we want to create, reference material is gathered and we've come up with a basic design, I can start looking into the finer details. If a building or structure has special requirements such as moving parts, things that glow, lights that may turn on and off or even have various states to it such as being damaged or not, it can drastically alter how the item gets created so I have to plan accordingly. Once I have the overall idea, I write out a rough step-by-step plan for myself along with a list of any any optimizations that I could include which helps identify any future problems with the creatio...
    Read full article on Community Announcements (support)
  • AnnouncementsOfficial

    Tidekeeper Design Devlog: Meet Lawrence and our Learning Objective

    Folks, welcome back! The Tidekeeper team is pleased to announce that we had a lot of fun brainstorming over the last two weeks, and we are excitedly continuing development. While we're working on our next update we want to release to you all, we thought it'd be fun to do some interviews with our developers to get a little insight into making a game! Today, we are meeting Lawrence, the designer behind Tidekeeper. But, we'll let him talk about all that. Take it away! ---------------------- Kylie: Hey there! My name is Kylie, and I'm the producer for Tidekeeper. Today, I'm talking with Lawrence. Could you please give us an intro into who you are and what you do for the Tidekeeper team? Lawrence: Sure! I'm Lawrence, one of the Game Designers at Simcoach Games. I'm the primary designer on Tidekeeper, and also contribute to narrative, writing, and audio aspects. Kylie: Thank you, thank you! And let's talk Tidekeeper. What is your elevator pitch? How would you describe the game in a sentence or two for anyone unfamiliar with the concept? Lawrence: I would say Tidekeeper is a strategic adventure game with an emphasis on scheduling and time management skills in a nautical atmospheric world (lots of buzzwords there, haha). Tidekeeper aims to teach these important life skills implicitly through core mechanics and experimentation. Kylie: That is a fascinating concept! I want to dissect the scheduling component a little bit. You mentioned Tidekeeper as teaching these skills, which means that at its heart, Tidekeeper has a learning objective. How does designing a game with a learning objective compare to making one purely for entertainment purposes? Lawrence: Good question. I tend to view the learning objective as another constraint to work in and a main star much of the design can revolve around. By "constraint", I don't want to come across as if I'm shackled by the learning objective. I see constraints and pillars as beautiful fence posts which mark out the area I get to play i...
    Read full article on Community Announcements (support)

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