Tides of Tomorrow interview: “If you prefer a completely solo experience, we’ve got you covered too”

Appearance, inspirations, release date, and more.

Pivoting from a narrative heavy series like Road 96 to an asynchronous multiplayer game may not seem an obvious choice, but that’s what developer DigixArt is doing with Tides of Tomorrow. Originally known for developing Lost in Harmony and 11-11: Memories Retold (for Bandai Namco, no less), the team is now pairing up with a revitalised THQ Nordic after being one of the many studios Embracer Group acquired back in 2021.

Being part of the State of Play showcase recently, Tides of Tomorrow has a lot of eyes on it. We sat down with the game’s Producer, Kevin Bard, to talk about that appearance, inspirations, announcing a release date this far out, and much more. Let’s get to it.

Tides of Tomorrow

How did it feel to be part of a state of play showcase?

Being featured in State of Play was an incredible moment for our team. It’s one of the most prestigious showcases in the industry, so seeing Tides of Tomorrow presented alongside major titles under the PlayStation banner was truly surreal. It was both an honour and a fantastic opportunity to share our game with a global audience.

The art style looks lovely. What is the inspiration behind it?

From the very beginning, we were heavily inspired by the French-German comic Gung Ho, which has a very distinctive visual identity. We were so drawn to its style that we reached out to the illustrator, Thomas von Kummant, and he actually created the very first concept art for Tides of Tomorrow!

Artistically, we also drew from movements like Romanticism and Impressionism to shape the mood and atmosphere of the game. And of course, we looked at games like Borderlands and Rage for their bold, colourful takes on post-apocalyptic worlds.

Tides of Tomorrow

February 2026 feels a long way away, how confident is the team it’ll hit that release date?

We’re feeling confident! Through regular playtests, we’ve been able to validate the game’s core features and structure. We’re iterating month after month to refine the experience and ensure we deliver the best possible asynchronous gameplay and story for players.

Will there be any betas for fans to test out?

We don’t have any plans for a public beta for Tides of Tomorrow. That said, stay tuned—we’ll be releasing a demo that will let players experience the game and its asynchronous gameplay first-hand. We’re really excited to see how players respond to it!

Tides of Tomorrow

Given that the game is asynchronous, does that mean it’ll be just as fun for solo players, so to speak?

Absolutely! The core idea is to offer a solo adventure that’s influenced by the actions of other players. While you won’t interact with others in real time, you’ll see the consequences of their choices, and your own decisions will shape the experience for future players.

If you prefer a completely solo experience, we’ve got you covered too—hand-crafted paths will be available at launch, including offline options. That way, you can enjoy the story without being affected by real player decisions if that’s your preference.

Multiplayer games are having a tough time right now, does that worry the team at all?

Not really, because Tides of Tomorrow sits in a unique space—it’s not a traditional multiplayer game. It’s a hybrid experience: you play solo, but the world evolves based on the actions of others. You’ll face the consequences of previous players’ choices and can choose to help—or hinder—those who come after you. It’s a fresh take on narrative interaction, and we think players will find it both meaningful and engaging.

Tides of Tomorrow

Tides of Tomorrow seems quite a change from Memories Untold and Road 96. What brought this on?

It’s true that Tides of Tomorrow is a different kind of experience—but then again, Road 96 was already a big leap from Memories Retold! At DigixArt, our DNA is all about pushing the boundaries of storytelling.

With Road 96, we explored procedural storytelling. With Tides of Tomorrow, we’re experimenting with narrative gameplay that’s shaped by asynchronous multiplayer. Each of our games is unique, but they all share the same goal: to innovate in how stories are told and experienced.

How much narrative can fans of the studio expect from this new game?

Tides of Tomorrow is rich in narrative, just like our previous titles. The game is set in a world almost entirely submerged after a cataclysmic flood. You play as a Tidewalker—someone who awakens in the middle of the ocean with no memory, but with a mysterious link to the world before the disaster. People believe you come from the “Old World,” which makes you both feared and revered.

What sets you apart is your ability to see echoes of choices made by other Tidewalkers before you. This adds a unique narrative layer where your journey is shaped not only by your own decisions, but also by the actions of other players.

Tides of Tomorrow

The world is plagued by a strange disease called plastemia, and your quest may hold the key to a cure. Along the way, you’ll encounter a wide range of characters and factions: ruthless marauders who control medicine and trade, everyday survivors known as Reclaimers, and the Mystics—a secretive group who worship the past.

The story explores themes like survival, climate collapse, legacy, and the search for truth. At its core, it asks a powerful question: What do we leave behind for others?

Did you have to scale up the team for this, as it seems a more involved / larger project?

Definitely. Tides of Tomorrow is our most ambitious in-house project to date. We expanded the team to around 35 people to bring this vision to life—especially to support the unique blend of multiplayer storytelling and distinctive art direction.

Thanks to Kevin for his time. Tides of Tomorrow is coming to PC and PlayStation 5 on February 24th, 2026.

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