Play the planet. Or save it.
You are the warming climate. Humanity has a deadline; you have feedback loops. Then switch sides, take a council seat, and try to stop something that plays to win.
You are not trying to save the world. You are the thing ending it.
Tipping Point is a strategy game about the climate, played from both sides of the fight.
THE CASCADE — PLAY THE WARMING ITSELF
Humanity is racing toward net zero. They have a deadline; you have feedback loops. Choose how their world ends:
• THE DRY — Starve them. Widen the dry zones, drain the aquifers, then break four breadbaskets in the same season.
• WET BULB — Cook them. Heat domes kill directly, and every city that installs air conditioning to survive burns more carbon for you.
• MELTWATER — Drown them. The sea only ever rises, and as the Arctic opens the northern powers grow rich on your catastrophe and quietly stop helping.
Strike too early and the alarm you cause accelerates their cure. The winning line is patience — which is exactly what makes the real thing dangerous.
THE COUNCIL — THEN SWITCH SIDES
Take one of ten national seats — North America, China, India, Russia, Africa and more — and try to reach net zero before the Cascade collapses civilization.
Every seat plays differently. China builds green infrastructure anywhere at double speed. South America's forests are the only thing on Earth that can pull the temperature back down. Russia gets richer the warmer it gets, which is precisely the problem.
Hold the world together while everyone at that table, including you, is tempted to look after their own first.
A WORLD MADE OF PEOPLE
The map is drawn from population. Every dot is people, placed along real coastlines and river valleys. Drought turns them tan, wildfires flicker orange, floods swallow the coasts in blue — and when a region dies, its lights go out and stay out.
BUILT ON THE REAL THING
Every mechanism is documented science: feedback loops, aquifer depletion, wet-bulb mortality limits, monsoon disruption, ice-shelf collapse, and the economics of an opening Arctic. The numbers are tuned to make a good half-hour game. A run is a strategy game, not a forecast.
FAIR BY DESIGN
Free to play, and everything is earnable by playing. One optional purchase, Full Unlock, removes the between-games ad and opens every catastrophe, difficulty and opponent at once if you would rather not earn them.
Most ads are rewarded and optional: you tap a button, you get something back. There is one ad between games, shown after each game you finish, and never during a run. No banners. No energy timers. Nothing you buy makes you better at the game — a purchase changes what is unlocked, never how the simulation treats you.
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