One of my favorite scenery choices for a game is a beach setting under a nice, hot sun, like the kind found in Super Mario Sunshine or The Legend of Zelda: The Wind Waker. Because of that, I jumped at the chance to try out Demon Tides when the opportunity came up. After spending time with the demo and drifting through the massive tide in Beebz’s snake form, I do not regret that decision.
Open World Exploration and Movement
From the start, travelling through the open world sea and hopping between sunny floating islands stood out as my favorite part of Demon Tides. Moving freely across the ocean gives the game a relaxed rhythm, and every island I visited felt lively in its own way. A big part of that comes from the number of NPCs scattered throughout the world, all ready to talk and help flesh out the setting.
Once I started digging into Act One, the platforming began to show how much variety each island brings to the table. The challenges rarely feel repeated, and most areas offer multiple ways to reach the golden gears, which act as the main collectibles needed to progress the story. What stood out to me was how often I could decide my own route based on how I wanted to move Beebz, rather than being funneled down a single path.
Of course, that freedom also led to plenty of self-inflicted mistakes. Taking the wrong route or mistiming a jump often sent me straight into the ocean below. Those moments were frustrating, but more in a personal way, since I usually knew the fall was my own fault. Over time, those failures started to feel like part of learning the space rather than something meant to slow me down.
Platforming and Player Freedom
That feeling ties into my general love for platformers. Super Mario Sunshine, which I mentioned earlier, is one of my favorite games of all time, but even with that experience, climbing tall structures can still trip me up. Demon Tides made it clear early on that vertical movement is a big part of the experience, and there are going to be plenty of buildings to scale if you want to grab every golden gear.
Thankfully, the game offers some smart tools to ease that frustration. Beebz can place checkpoints on almost any flat surface, which quickly became a lifesaver for someone like me who falls a lot in platformers. Falling off long obstacle courses, especially on Demon Tides’ many islands, feels less punishing when you know you can quickly get back into the action. In a way, those falls just feel like part of getting better and understanding the game’s movement.
Beebz’s Forms and Flexible Playstyles
As I spent more time with the demo, I started to appreciate just how flexible Demon Tides is when it comes to playstyle. I usually like finding the fastest possible route through a level, and the game supports that mindset well. Using Beebz’s bat form to crash forward and chain jumps let me push through areas quickly while maintaining a smooth sense of flow.
That flexibility extends to Beebz’s other forms as well. While she also has a snake form, I mostly relied on it for ring challenges scattered across certain islands and for traveling between islands. In her normal form, Beebz is a slow swimmer, so switching forms felt like a natural solution when covering long distances. Even though the game explains how each ability works, figuring out when and how to use them on my own led to some genuinely fun and occasionally chaotic moments during the demo.
Those systems also feed nicely into the game’s competitive side. On several islands, I ran into speedrun leaderboards that challenge you to collect a golden gear as fast as possible. Seeing other players’ times immediately made me want to replay certain sections and experiment with different movement options to shave off a few seconds.
Characters and Tone
Outside of the platforming, Demon Tides leans heavily on its cast of characters. I liked Luci, DK, and Midgi, Beebz’s friends, especially Midgi and his cute design. That said, their dialogue can become grating at times. I am not a big fan of chat speak in games unless it is framed as text messages, so seeing characters say things like LOL or XD out loud has always felt a bit awkward to me.
Even so, Beebz herself has quickly become one of my favorite characters in Demon Tides, aside from Midgi. Runa also left a strong impression, despite only appearing briefly in the demo on the final island I visited. Her rude attitude toward the group leads to some genuinely funny dialogue, and given what Beebz’s dad has done in the past, it is easy to understand why she reacts so harshly to the idea of tracking him down, even if Beebz is only looking for answers.
Atmosphere and Visual Design
Spending time with the demo also revealed that Demon Tides is not entirely bright and cheerful. While many islands lean into sunny skies and calm seas, others take on a darker, stormier tone. These shifts in atmosphere help communicate how dangerous certain areas are or how badly they have been affected by Beebz’s father’s actions, and they add some welcome contrast to the adventure.
Those darker ideas come together most clearly in the factory islands owned by the mischievous, foul-mouthed Jester. He becomes visibly angry whenever Beebz and her friends show up to interfere with his work. Each of his islands introduces different platforming ideas as you work to collect his golden gears and shut down his polluted operations. From shifting perspectives to moments where the world slows down and allows Beebz to make jumps that would otherwise be difficult, these sections keep the gameplay feeling fresh. Naturally, they also involve climbing plenty of towers and falling from them just as often.
Overall Impressions and Comparisons
After spending time with the demo, it is hard not to draw comparisons to other games. Demon Tides has a relaxed, sun-soaked atmosphere that I really enjoy, and it often reminds me of The Legend of Zelda: The Wind Waker. Sailing between islands across a bright ocean brought back memories of traveling as Link alongside the King of Red Lions, all while dealing with a story that hints at major consequences for the world.
Beyond that, Demon Tides also carries a vibe that reminds me of the late PlayStation 2 to early PlayStation 3 era, which happens to be my favorite period for games. Even if that feeling is unintentional, it adds another layer of charm for me.
After finishing Act One, I am excited to see the rest of Demon Tides’ unexplored islands when the full game releases. The demo already left a strong impression, and I am looking forward to seeing how the remaining acts expand on what is already here.
Demon Tides is scheduled for release on PC via Steam on February 19, 2026