Ebbtide

Humanity's last carrier strike group against a tide of a million zombies - and the map never stops moving.

Ebbtide is an upcoming real-time zombie-survival strategy game by ProjectAlive, built on 3D pixel art. You command TF-1 "Ark", the last aircraft carrier strike group, starting on the Los Angeles front line and pushing out across a World Campaign. This wiki covers the map-is-the-battlefield zoom, supply routes, base defences, survivor extraction and the full unit roster.

Coming soon - unreleased PC (Steam) ProjectAlive
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Game Features

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The Map Is the Battlefield

Zoom seamlessly between a real-world operations map and the 3D pixel-art street fight, with no loading and no hidden auto-resolve.

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TF-1 "Ark"

Humanity's last aircraft carrier strike group, and the platform that carries you from one campaign region to the next.

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Climbing Hordes

The infected use each other's bodies as footholds to scale walls and rooftops, so fixed defences are never fully safe.

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Rescue-Driven Campaign

Survivors you extract from Los Angeles become the starting force you carry into every later region.

About Ebbtide

Ebbtide is an upcoming single-player real-time zombie-survival strategy game by ProjectAlive, a South Korean indie studio that also published The Questing. The Steam store page went public around October 20-21, 2026 alongside a new gameplay trailer, and the game is listed as "Coming soon" with no announced release date.

You command TF-1 "Ark", humanity's last aircraft carrier strike group. The campaign opens in zombie-overrun Los Angeles, on a front line running from the Hollywood Hills down to the Port of Los Angeles, and then expands into other regions worldwide as part of the World Campaign. The rendering is 3D pixel art, and the framing is deliberately real-world: the units you command are real hardware, and the map is real-world geography.

The pitch scale is enormous - a claimed one million zombies, thousands of detailed pixel-art infected swarming bases and tanks. ProjectAlive has been releasing individual unit devlogs throughout September and October 2026 to test community feedback, which is why the roster is unusually well documented for an unreleased game.

Core Mechanics at a Glance

The map is the battlefield

You can zoom from a real-world operations map all the way into the 3D pixel-art street fight with no loading screen. Crucially, the combat does not pause while you are zoomed out - every soldier death, every infected kill and every destroyed building is reflected on the tactical map as it happens. There is no separate level structure and no hidden auto-resolve, which is unusual for the genre and is the single most important thing to understand about how the game plays.

Two ways to command

Give orders from bird's-eye view for mass units, or take direct control of an individual soldier, tank or helicopter with the TAB key. The direct-control mode exists for the stretch of a fight where micro matters.

The horde climbs

The infected use each other's bodies as footholds to scale walls and rooftops, and they cling to helicopters flying low. This is the defining tactical constraint: a wall line is a delay, not a solution, and the fix is layered defence rather than a taller single wall.

Your dead come back

Soldiers killed by the horde re-rise as zombies. Every casualty is permanent and compounds - which is why pulling units back before the body count grows is a real decision rather than a stylistic one.

Logistics is the real battlefield

Supply arrives by truck and helicopter, and supply routes must be defended - and they stretch as the front expands. A perfectly walled base with an open convoy road still collapses. The logistics layer is where most of the actual difficulty lives.