Ebbtide Core Mechanics — Map, Horde, Supply

Ebbtide's store page describes systems, not numbers. These pages take each confirmed system and explain what it means in play — with every unpublished value marked instead of invented.

How Ebbtide actually plays

Most strategy games with zombies are asking one question: can you hold? Ebbtide is asking a different one, and the difference is worth understanding before you decide whether the game is for you.

The question is: which part of the city are you willing to lose first?

Everything in this section follows from that. The 15 districts, the district states, the delay order, the finite magazines, the convoys you have to escort — they are all machinery for forcing that decision repeatedly, under time pressure, with incomplete information.

The map is the battlefield, literally

The headline mechanic is that the operations map and the battlefield are the same object at different magnifications. Scroll into any street and it becomes the live 3D battlefield, no loading screen. Scroll back out and the fight keeps running.

What makes this more than a camera trick is the constraint attached to it: there are no separate missions and no hidden auto-resolve. Every soldier lost, every zombie killed and every building destroyed carries back to the map.

Most strategy games break this promise quietly. You leave a battle, the game resolves it with dice, you return to an outcome you did not see. Ebbtide is claiming it will not do that — which means the strategic layer is not a summary of the tactical layer, it is the tactical layer.

One consequence worth flagging early: this is why the game has no mission list. If you were looking for a walkthrough structured like a normal campaign guide, there is no structure to hang it on.

Fifteen districts and three states

Los Angeles is divided into 15 districts, and each one moves through three states — Hold → Crisis → Lost. The operations map can be paused, or accelerated up to 4x speed; both numbers come from the Steam store page.

Source: District count and speed ceiling per the Steam store page. checked 2026-10-22.

The sentence that matters is in the store page: "You cannot save everyone, so decide who to pull out first."

Read that as a design statement rather than flavour. The intended experience is triage. A district is not a wall to repair, it is a position you decide to stop paying for. The speed control is the giveaway — if the map were solvable at leisure, a speed setting would be pointless.

What we do not know is the names of the districts. Only two locations are named anywhere in the public material: Hollywood Hills and the Port of LA, the two ends of the map. We are not going to fill the other thirteen in with invented names.

You only see what your units can see

Only hordes inside your forces' line of sight appear on the operations map.

This inverts a habit most strategy players have. The operations map is not an omniscient view — it is assembled from what your units can actually observe. A gap in your line is therefore both a tactical weakness and an information weakness: you will not see what comes through a district you have stopped watching.

For new players this is likely to be the mechanic that produces the first genuinely confusing loss. You will lose a district you thought was quiet, because quiet and unwatched look identical.

The enemy is a hive mind that warns you

The horde is controlled by something called the Nexus, described as a hive mind that ambushes convoys, cuts roads, besieges bases and hunts stranded units.

The crucial design detail: "You always get a warning before an attack: reroute, retreat or call in fire support from the map."

That warning is the whole philosophy in one line. The game is not testing whether you notice the attack — it tells you. It is testing whether you respond correctly, and whether you positioned the right tools in the right place beforehand.

Three responses, three different costs. Rerouting costs time. Retreating costs ground. Fire support costs magazine depth and possibly the buildings around the target.

Supply is the actual front line

This is the system we think will decide most campaigns, and the one that existing coverage treats as background.

Four statements from the store page, read together:

  • Soldiers, vehicles and aircraft consume ammunition and fuel
  • They can only rearm and refuel at bases you hold
  • Every wall needs building materials hauled in by truck or helicopter
  • The horde hunts your convoys and cuts your roads

Together they describe a game where your army is only as strong as the road behind it. It also explains a detail that looks like trivia: convoys carry supplies, troops or refugees. Every convoy is a choice, and every choice leaves something behind.

Two base structures from the build list suddenly become the most important objects on the map: the ammo depot and the fuel point. Those are the only stated places units can resupply. If they are inside a base that falls, you do not just lose ground, you lose the ability to keep fighting anywhere.

Direct control is optional, and that matters

Press TAB and you take direct control of a single soldier, tank or helicopter.

This is the mechanic most likely to divide players. For some it is the reason to buy the game. For others, micro-managing one helicopter in a game about 15 districts is a strange use of attention.

The devlogs suggest ProjectAlive takes it seriously — there are dedicated videos on AH-6M Little Bird flight deck takeoffs and on rotor wash during rappelling. That is a lot of production effort for a side feature.

Three ways in, depending on what you already play

If you come from They Are Billions

Read the comparison page first, because the surface similarity is misleading. TAB is one colony on one map and your failure is that the colony falls. Ebbtide is a city where you lose districts one at a time while the rest keeps fighting. Your TAB instincts — wall everything, tech up, hold — will produce a different failure here: you will spread yourself across fifteen fronts and lose the supply line that feeds all of them.

If you come from tower defence

The relevant shift is that there is no fixed lane and no fixed budget. You choose where to dig in, you choose what to abandon, and your defences are only as good as the convoys reaching them. The mechanic that will feel least familiar is the line-of-sight rule — in most tower defence you can see the whole board.

If you like micro

The TAB direct-control layer plus helicopter transport (fast-roping from Black Hawks, landing on rooftops) gives you a lot to do with your hands. The devlogs on rotor wash and rappelling are the best evidence of how much fidelity is in that layer.

The assumption to drop

The most common mistaken assumption about Ebbtide is that it is a defence game. It is closer to an evacuation game that keeps being interrupted by defence.

That reframing matters practically. If you play it as a defence game, you will try to hold all 15 districts, spread your finite fire support across every front, and lose the supply line that made any of it possible. If you play it as triage, the question stops being "how do I hold this" and becomes "how long do I need this to last, and what leaves with the convoy when I give it up".