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The key to Titanium Court is planning one phase ahead: use High Tide to create the exact resources your next deployment needs, then spend them in Low Tide on units, gatherers, and defenses that answer the battlefield in front of you. Long matches and cascades are valuable, but a flashy match is a mistake if it consumes the resource color required for survival.
This guide explains the known PC controls, the High Tide and Low Tide loop, how to protect your court, how terrain and routes change a run, and a practical plan for winning your first battles without relying on a single build.
What Titanium Court is and how a battle works
Titanium Court is a PC strategy game released on April 23, 2026. AP Thompson developed it and Fellow Traveller published it. Reviews describe a deliberately mixed format: match-three puzzle play, roguelite route choices, autobattler-style resolution, tower-defense concerns, and visual-novel presentation.
Every encounter revolves around two linked phases. High Tide is where you manipulate tiles and gather materials. Low Tide is where you convert those materials into a force and let the resulting battle resolve. You are not solving two unrelated minigames; the board state and your resource choices in High Tide determine what is possible when the tide turns.
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| Phase | Your job | What determines success | Common beginner error |
|---|---|---|---|
| High Tide | Slide or match three or more similar tiles, collect resources, and remove dangerous enemy blocks when necessary. | Choosing matches that satisfy the next Low Tide deployment while creating extra value through length or cascades. | Taking the largest available match even though it consumes the color needed for defense or gathering. |
| Low Tide | Spend the collected resources on soldiers, resource-gatherers, offensive tools, and defensive aids. | Matching your spending to the enemy, terrain, and route rather than repeating one build. | Deploying immediately without checking how the current enemy approaches the court. |
Controls: what is known, and what is not
The documented interaction is tile sliding or matching on PC. Public descriptions do not provide a complete keyboard or controller binding chart, so a guide that promises fixed keys for every action would be inventing information. The safest approach is to treat the tile board as the primary input surface and confirm the game’s displayed bindings on your own installation.
| Control question | What is established | How to use that information |
|---|---|---|
| Platform | PC release dated April 23, 2026. | Use the input device that lets you make deliberate tile slides and inspect the board comfortably. |
| Core interaction | Slide or match three or more like tiles during High Tide. | Think in terms of selecting a legal adjacent movement or match, not issuing a real-time attack command. |
| Complete key chart | Not published in the available descriptions. | Check the game’s own settings, tutorial prompts, or pause screen rather than assuming a keyboard layout. |
| Accessibility/input metadata | Steam metadata includes “Playable At Your Own Pace” and keyboard-only or mouse-only option tags. | Those tags indicate supported input styles, but they do not replace a game-specific binding list. |
How to learn the board interaction safely
- Start the first High Tide board without spending a move immediately. Identify which tiles can be moved and where a three-tile connection is possible.
- Use the tutorial or on-screen prompt to make one simple match. Watch which tiles disappear, which resources are added, and whether the board refills or cascades.
- Pause before the next move and inspect the resource display and time or move meter. This establishes how the current encounter communicates gains and limits.
- In Low Tide, select a unit or aid only after confirming its cost and the resources remaining. If the interface shows a preview, use it to verify placement before committing.
Because there is no verified universal key chart, do not build a strategy around a particular letter, controller button, or shortcut. The important control skill is accurate board reading: recognizing a useful match, seeing the consequence of removing an enemy block, and stopping before you spend a scarce resource.
High Tide: turning matches into the right resources
High Tide is the preparation phase. Matching trees, water, rocks, and other resource tiles produces materials. Matching enemy blocks can also damage or reduce threats, so a move can have both an economic effect and a defensive effect.
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Start with the next Low Tide requirement
Before moving anything, decide what Low Tide needs next. The immediate requirement may be a defensive unit, a resource-gatherer, an offensive soldier, or a way to remove an enemy block. Then identify the resource color or tile type that pays for it. This reverses the usual match-three instinct: you are not simply maximizing the number of tiles removed; you are funding a battle plan.
- Defense first: If an enemy is close to the court or a threat is already reducing your options, preserve the color needed for a defensive answer.
- Economy first: If the board is safe and a gatherer will improve later turns, collect the materials for that gatherer before chasing a small damage opportunity.
- Removal first: If an enemy block is creating an immediate route or space problem, removing it can be worth more than taking an otherwise attractive resource match.
Why longer matches matter
Matches longer than three can yield extra resources. They are usually attractive because one move does more work, but they are not automatically correct. A long match that consumes the only tiles needed for your next deployment may leave you unable to answer the Low Tide board.
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Use a longer match when its additional return supports the next purchase, creates a safe cascade, or removes a meaningful threat. Avoid it when the extra tiles are the exact color you must reserve. The correct question is not “How large is this match?” but “What does this match let me do when the phase changes?”
Build for cascades, not just the first disappearance
A cascade occurs when the board’s refill creates another match after your initial move. Cascades can add resources, and one review reports that they can also add time back to the meter. That makes a setup move valuable even when its first match is modest: it may produce a second match without another deliberate slide and extend the time available for planning.
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When to remove enemy blocks
Enemy blocks are not merely another source of material. Removing them can damage or reduce threats and alter the battlefield. Take the removal when the block threatens the court, closes a useful route, or will make the next Low Tide deployment unsafe. If the threat is distant and the board offers the exact resources for a needed defense, reserve those resources and solve the economic problem first.
High Tide decision checklist
- Read the current battlefield and identify the most urgent enemy approach.
- Check the Low Tide costs and name the one resource you cannot afford to lose.
- Compare a safe three-match, a longer match, a cascade setup, and an enemy-block removal.
- Choose the move that improves the next deployment, not merely the move that clears the most tiles.
- After the board resolves, recount your resources and reassess before making another match.
Low Tide: serving the court with a coherent deployment
Titanium Court does not document a separate tennis-style “serve” command. In practical terms, serving means feeding the court the units and tools it needs when the tide changes. Low Tide is where you spend the materials you just created on soldiers, resource-gatherers, and offensive or defensive aids, then allow the autobattle to resolve.
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Buy for the problem in front of you
Read the enemy formation and terrain before spending. A defensive unit is the right purchase when the court is about to be overrun; a resource-gatherer is better when you have a safe window to strengthen later turns; an offensive soldier or removal tool is appropriate when a particular enemy block is preventing movement or threatening to snowball.
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A reliable spending order for a first run
- Secure the court. If an enemy can reach or damage the court before your next opportunity, buy the defensive answer first.
- Cover the immediate route. Place or preserve the aid that handles the enemy’s approach through the current terrain.
- Spend excess resources on pressure. Add a soldier or offensive aid only after the survival requirement is met.
- Add economy when the board allows it. Choose a resource-gatherer when the current defense can hold and the next encounter benefits from a stronger income.
- Let the autobattle resolve and observe the failure point. Note whether the problem was insufficient damage, an exposed route, weak defense, or a resource shortage for the next cycle.
This order is a starting framework, not a mandatory build. Bosses and routes can reward offensive, defensive, or economic victory conditions, so the correct order changes when the objective changes.
Defending your court: terrain, routes, and movement
The overworld presents route choices with different terrain, tile mixes, enemies, and events. Rivers and mountains can block or slow movement. That makes terrain part of your defense rather than scenery: a route that delays an enemy can give a defensive unit time to work, while an exposed approach can invalidate an otherwise strong economy.
Read the route before choosing it
- Terrain: Determine whether rivers, mountains, or other features block or slow the enemy and whether your planned defense benefits from that delay.
- Enemy mix: Identify the enemy type most likely to exploit an open path or punish a particular defensive plan.
- Tile mix: Consider whether the route is likely to provide the resource colors your intended deployment needs.
- Events: Treat an event as part of the route’s risk and reward, not as a reason to ignore the battlefield you will face afterward.
Preserve useful defensive terrain
If a river or mountain is protecting the court from the current enemy, do not casually trade that protection for a short-term resource gain. Preserve or place defensive terrain when it buys time for your units or funnels movement toward an area you can cover. When terrain slows rather than completely blocks movement, calculate whether the delay lasts long enough for the planned autobattle to matter; a partial obstacle is useful only if your defense can exploit the extra time.
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Match defense to movement
A strong unit in the wrong location is still a weak answer. Put defensive spending where the enemy must pass, and use enemy-block removal when the block itself is creating an unsafe route. If the battlefield offers several approaches, avoid concentrating every resource on one lane unless the terrain makes that lane the only realistic threat.
A first-match playbook
Use this sequence for your first encounters. It keeps the two phases connected and gives you a way to diagnose a loss.
- Survey the encounter. Before the first High Tide move, note the enemy position, the court’s exposed side, the available terrain, and the resource colors that appear scarce.
- Name your first purchase. Decide whether survival requires a defensive unit, a gatherer, offensive pressure, or enemy-block removal. Check its cost.
- Make the funding match. Choose a three-or-more match that supplies the required resource while avoiding the color you need to reserve for the next decision.
- Look for a cascade. If a nearby refill will create another match, prefer the setup when it improves resources or restores time without starving the planned deployment.
- Remove an urgent block. If an enemy block threatens the court or closes the only safe route, take its removal even when a resource match is available.
- Recount before Low Tide. Confirm the resources actually gained, then spend first on the defense that keeps the court alive.
- Use terrain deliberately. Preserve rivers, mountains, or other slowing features when they protect the current approach; do not abandon them for an abstract future benefit.
- Resolve and diagnose. After the autobattle, identify the first failure: not enough defense, insufficient damage, a blocked route, or an economy purchase made too early.
- Adjust the next High Tide. Carry that diagnosis into the next board. If defense held but enemies survived, reserve more offensive resources; if the court fell before your economy paid off, delay the gatherer.
How to choose routes and approach bosses
Route selection is a strategic decision, not a map-screen formality. Different paths change terrain, available tile mixes, enemies, and events. Choose the route whose constraints fit what your current resources and defenses can actually support.
When an economic route is sensible
Favor a route that gives you room to gather when the current defense can hold and the terrain limits immediate pressure. A gatherer can improve later deployments, but only if the route provides enough safety for that investment to survive.
When an offensive route is sensible
Favor pressure when enemy blocks are already restricting movement or when your available resources support removing threats before they reach the court. Offensive play is strongest when it changes the battlefield early rather than merely adding damage after the enemy has already established a route.
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When a defensive route is sensible
Choose terrain that slows or channels the enemy when your current resources favor holding ground. A defensive route can turn a modest unit into an effective answer by extending the time before contact and keeping the court out of immediate danger.
Bosses require different counters
Bosses have different counters and can be approached through offensive, defensive, or economic victory conditions. Do not repeat the build that worked against the previous boss without checking what the new encounter rewards or punishes. Identify the boss’s defining threat, then choose High Tide matches and Low Tide purchases that answer that threat directly.
Common first-run mistakes and their fixes
| Mistake | Why it fails | Fix on the next board |
|---|---|---|
| Always taking the largest match | The match may consume the resource color required for the next deployment. | Reserve the next purchase’s cost before evaluating match size. |
| Ignoring enemy blocks because a resource match is available | The block can damage the threat or create an unsafe route. | Remove the block when it threatens the court or closes a critical path. |
| Buying a gatherer immediately | The gatherer may not survive long enough to return value. | Secure the current court first, then invest in economy during a safe window. |
| Discarding useful terrain | Rivers and mountains can buy the time your defense needs. | Preserve or place slowing terrain when it protects the current approach. |
| Assuming one build beats every boss | Bosses have different counters and victory conditions. | Rebuild around the new boss’s threat and the route’s terrain. |
| Searching for an undocumented keybind | Available descriptions do not establish a complete keyboard or controller chart. | Use the in-game prompts and settings rather than relying on an assumed layout. |
How Titanium Court differs from a conventional strategy puzzler
The important distinction is the integration of its systems. A conventional puzzle game may score a board and then move on; Titanium Court asks you to turn the board into a deployment and then judge that deployment against terrain and enemy movement. When evaluating whether the format suits you, consider these trade-offs:
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|---|---|---|
| Phase structure | Match-three resource creation is followed by deployment and autobattle. | Your puzzle move is also a strategic purchase decision. |
| Battlefield interaction | Matching changes resources and can alter threats by removing enemy blocks. | Board manipulation has immediate tactical consequences. |
| Terrain and routes | Overworld choices vary terrain, tile mixes, enemies, and events; rivers and mountains can block or slow movement. | Map reading matters before you commit to a build. |
| Randomness and replayability | Roguelite route choices and changing encounters shape each run. | A successful plan may need adjustment rather than repetition. |
| Boss depth | Bosses have distinct counters and can support offensive, defensive, or economic approaches. | Learn the encounter’s problem instead of memorizing one universal solution. |
| Direct control | You directly manipulate High Tide, while Low Tide resolves as an autobattle after deployment. | Most of your control is exercised before the battle starts. |
Reference note for new players
Google Books catalogs an unofficial fan-made book titled TITANIUM COURT: THE COMPLETE PLAYER GUIDE. It is not presented as an official developer manual, and its edition or availability should be verified before relying on it. The game’s own prompts and settings remain the appropriate source for exact controls.
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