
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.
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.
State of the tide
Live across every soul on the shore. The full campaign on the shore.
Souls already saved
Each one has their three bottles, three lanterns, three shells, and seven etched marks. Their lighthouse lantern is gold.
Two phases
A tide cycle has a rising half and a held half. Together they make a single lap of the shore.
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.
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.
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.
Sealed glass, salt-rimed. Three saturate the soul's gate; lifetime count keeps climbing past.
A small flame in dark water. The lighthouse's top flame is its echo.
Spiral pieces, shore-worn. Last to come, often hardest to find.
Glyphs uncovered at low tide. Each is read once — the line on the inventory shifts from muted to italic cream.
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.
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.
Hazards and breath
The shore isn't quiet. Hits come from a few directions; the sea itself is the loudest.
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.
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.
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.
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.
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


