Touch: tap a block to select it, then tap an action — Scout, Drain, Fortify, Recruit — or tap the same block again for its main action; tap a busy crew name to recall them; tap End Day to advance; event choices are big tap targets, and the speaker button in the top corner mutes · Keyboard: arrow keys move the block cursor, Enter takes its main action, S scouts, D drains, F fortifies, R recruits, Space or E ends the day, number keys pick an event choice; on the title, Left/Right pick the forecast and Enter sets out; M mutes (you can also click blocks, actions and crew directly)
About:
A compact turn-based survival-strategy game in the spirit of the 2000s Flash classics, made in-house for Leetdom. The storm has passed but the water has not: a stilt-built weather district sits flooded to the eaves, its Beacon dark, and a handful of survivors share one dry outbuilding. Each day you assign that crew — a scout, a builder, whoever you can recruit — to the blocks around you. Scout a block to learn what it hides, drain and reclaim it for food, salvage or housing, raise the levee, or bring in a new pair of hands. Then you end the day and the water answers.
Every run is one race against the calendar. Surges roll in on a fixed schedule, each stronger than the last, and if your levee cannot hold they breach the district and re-flood the blocks you fought for — or worse. Between surges the sea sends smaller trouble: a sick crew member, a drifting cache, a stranger at the edge of the light, each a choice with a cost. Food drains a little every day, so a crew too large to feed is its own kind of flood. The whole campaign is tuned to finish inside about fifteen minutes, and win or lose, one tap starts the next.
The one goal that ends it well is the Beacon: drain a path to it, rebuild its tower, and relight it before the final Great Surge. Three forecasts set the length and the pressure — Calm, Storm and Deluge — and a careful commander wins most Calm runs but barely three in five on Deluge, so the forecast is the difficulty. Everything in it, the art and the sound included, is drawn and synthesised in code, with no image or audio files at all.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-03 (independent QA): the rules live in core.js, which a node bot runs directly and deterministically (same seed + difficulty + action sequence reproduces exactly). A solver bot played 300 runs per forecast and skill: a careful commander wins 92.3% of Calm runs (avg day 18.0), 77.3% of Storm and 62.7% of Deluge, with losses split between running out of days and being wiped out — so the forecast sets the pressure and the race stays live to the end. In the browser (real CDP input): the full first-minute loop on a portrait phone (390x844), a landscape phone, and a 1280x800 desktop with mouse and keyboard; real touch selects blocks and assigns crew; a loss to crew wipeout and a win by relighting the Beacon, each with one-tap retry; pause on a hidden tab and resume on show; portrait/landscape resize reflow; running with localStorage blocked (no crash); zero console errors and no network requests of any kind (16 requests, all loopback/data). Audio rendered offline over ~30 s of real play: full-mix peak -13.98 dBFS, stacked worst-case peak -1.33 dBFS through the limiter (-3.04 without it), music 10.3 dB (active RMS) under the effects, the band above 6 kHz 29 dB under the mix, and the effects-only gap is true digital silence.
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