Saved Souls
Tidewatch

A shore between tides

A first-person beach-walker on the Saved Souls Avatars NFT collection. Walk a soul's stretch of moonlit shore — between a derelict pirate wreck and a distant lighthouse — gathering what the tide brings back. Carry the soul home.

Choose a soul

Any of the 9,999 souls is playable. Modeled souls walk in their own form; the rest walk as the Original Saved Soul— the figure already carrying the collection's lore.

The shore tonight

State of the tide

Live across every soul on the shore. The full campaign on the shore.

14
souls saved
21
souls walked
122
tides walked
1,522
points gathered
Carried home

Souls already saved

Each one has their three bottles, three lanterns, three shells, and seven etched marks. Their lighthouse lantern is gold.

How a tide works

Two phases

A tide cycle has a rising half and a held half. Together they make a single lap of the shore.

High tide
The sea rises

Roughly two minutes long. Water climbs from below the sand to over your head; flotsam drifts inland with it. Crabs scuttle. Sharks circle the slope. Pick what the tide brings before it carries the rest back.

Low tide
The shore is read

Between tides. The water is held low, the hazards are still. Walk the wet sand to find etched marks the tide uncovered. When you're ready, summon the next tide — from the wreck or by holding T anywhere on the wet sand.

What the tide brings

Three kinds, plus what's etched

Flotsam comes in three shapes; each is the soul carrying back a piece of itself. Etched marks appear at low tide — a single read each.

Bottle

Sealed glass, salt-rimed. Three saturate the soul's gate; lifetime count keeps climbing past.

Lantern

A small flame in dark water. The lighthouse's top flame is its echo.

Shell

Spiral pieces, shore-worn. Last to come, often hardest to find.

Etched marks

Glyphs uncovered at low tide. Each is read once — the line on the inventory shifts from muted to italic cream.

Carrying a soul home

The save threshold

A soul is carried home when their three bottles, three lanterns, three shells, and seven marks are full.

When the gate closes, three things happen at once: the lighthouse's top lantern flips from cream to a warm gold, a halo torus blooms around it, and a new gold star joins the constellation in the sky — visible to anyone playing, on every shore.

Saved isn't finished. Points keep climbing past the threshold. The soul is just home.

Perks

Each soul walks differently

A soul's Ring sets the headline perk. Clothing, eyes, hats, and a snorkel can add more on top — the effects stack.

Ring · Deep Sea
Breath duration ×1.5 — diver, stays under longer
Ring · Nautical
Tide rises 25% slower — more time per tide
Ring · Original
+1 hit (4 instead of 3) — OG carries a spare
Ring · Plain Blue
Pickup radius ×1.9 — flotsam answers from further off
Ring · Rope
Invuln window ×1.5 — sturdier on the recovery
Ring · Rubber Ring
Hold jump while falling to glide instead of drop
Ring · Stickers
Crabs spawn 30% less often — gentler tides
Ring · Toxic
Sharks bite from 30% closer — they defer
Ring · Tyre
Breath regenerates 2× faster — heavy float
The shore at night

Hazards and breath

The shore isn't quiet. Hits come from a few directions; the sea itself is the loudest.

Hits
Crabs and sharks

Three hits and the undertow takes you. Crabs scuttle across the sand and bite on contact. Sharks circle the slope and bite when you wade past calf-deep. Driftwood, coral, and seaweed are solid but harmless — they're an obstacle, not a hazard.

Breath
Five seconds underwater

When the sea rises over your head, a breath bar drains. Five seconds at full submersion before the tide takes you. Above the surface, the bar refills faster than it drained.

Sprint
Ten seconds, recovered

Hold Shift or Ctrl to sprint at 1.6× speed. Ten seconds of full bar from rest, ten seconds to recover. Once empty, release the key before re-engaging — and if you're at one hit left, sprint is locked. Save it.

Refuge
Two rocks on the sandbar

Short flat-topped rocks rise from the wet sand. Jumping on top buys ~17–22 seconds of extra air at peak tide. Their tops stay just below the drowning ceiling, so they delay rather than break the cycle.

Controls

Keyboard + mouse

Pointer-locks to the canvas while playing. Esc releases.

Move
W A S D / arrows
Look (yaw + pitch)
Mouse
Zoom (camera distance)
Wheel
Jump
Space
Sprint (held)
Shift / Ctrl
Hold to call the tide (low tide only)
T or Q
Inventory
I
Soul profile
P
Close panel / release pointer
Esc

The tide is patient

Pick the soul you'll walk. Their belongings are waiting.

Choose a soul