Strategy · Naval RTS
Iron Tide
Hold three steel-pumping islands, build destroyers, stealth submarines and plane-launching carriers, and sink the enemy harbor before their fleet sinks yours.
The game's own interface may still be in English.
Overview
Iron Tide is a compact naval real-time strategy battle over a three-island sea. Your port in the lower-left and the enemy port in the upper-right each print a trickle of steel, but the real economy sits between them: park a ship near an island with no enemy contesting it and your steel income jumps by three per second, so map control literally builds your fleet. Three hull types form the counter triangle. Destroyers are fast, cheap screens and the only hull that reliably spots submarines at close range. Submarines hit hardest per shot and stay invisible until they fire or a destroyer closes in, making them the ambush pick. Carriers cost the most but launch planes that fly their strikes across a hundred and fifty pixels of open water. The enemy AI builds the same roster, contests islands, and periodically masses for a run at your harbor. You win by sinking the six-hundred-point enemy harbor; if yours goes down first, the tide goes out for good.
How to Play
Press Start Game and your first destroyer is already afloat. Tap a ship to select it, tap open water to move, tap an enemy ship or the enemy harbor to close and attack — all gunnery is automatic once in range. The build bar launches destroyers for sixty steel, submarines for eighty, and carriers for a hundred fifty straight from your port. Select Fleet grabs your whole navy at once. On keyboard, arrow keys move the command cursor and Space selects or orders at the cursor. P pauses, R restarts the battle.
Tips & Strategy
The opening race is for the center island: send your starting destroyer there before firing the engine on anything else, because the side that holds two islands for the first minute usually launches the first carrier. Build destroyers in pairs — a lone destroyer chasing a submarine reveal will eat a second torpedo before the first kill lands. Submarines win harbors: their seventeen-damage strikes arrive without warning, so once you have two, park them just inside torpedo range of the enemy port while your destroyers screen the approach lanes. Carriers are artillery, not brawlers — keep them behind your screen at maximum plane range and let the aircraft do the traveling. When the enemy masses for a harbor run, do not chase their raiders across the map; recall to the harbor, let its presence anchor your formation, and counter-attack the islands they abandoned to fund it.
What Makes It Distinct
Iron Tide ties its economy to geography rather than a build queue: every steel coin above the base trickle is earned by a hull sitting in the right water. Combined with genuine stealth rules and physical carrier planes, it plays like a fleet chess match compressed into five-minute rounds.
Controls
- Keyboard
- Arrow keys — move the command cursorSpace — select a ship at the cursor or order the selection thereP — pause or resumeR — restart the battle
- Mouse
- Click a ship to select, click water to move, click an enemy or the harbor to close and attack.
- Touch
- Tap ships and destinations; the build bar launches new hulls straight from your port.
Features
- Island control economy — each held island triples your steel income over base
- Three hulls with real roles: fast destroyers, hidden submarines, long-reach carriers
- Submarine stealth model: invisible until firing or spotted by a close destroyer
- Carrier planes physically fly their strikes across the map
- Enemy AI contests islands and masses harbor attack runs
- Win by sinking the enemy harbor; lose yours and the tide goes out
Frequently asked questions
How does submarine stealth work in Iron Tide?
A submarine is invisible to the enemy until it fires, which reveals it for three seconds, or until an enemy destroyer comes within ninety pixels. Your own subs show as half-transparent hulls while hidden.
What do the three islands actually give me?
Your port always makes two steel per second. Each island with your ship nearby and no enemy contesting it adds three more per second, so holding all three more than quintuples your base economy.
How do carriers deliver their damage?
Every five and a half seconds a carrier launches a plane that physically flies to the target and drops its strike for twenty damage, letting carriers hit from a hundred and fifty pixels away while staying safe.