Seven shores. Seventy levels. One hatchling with a very long way to go. Dash past gulls and crabs, guard your Hydration, and reach the sea.
A tiny turtle. A very long crawl.
You hatch at the top of the beach. The sea is somewhere ahead, past the gulls, the crabs, the tyre tracks, and the heat. Nothing out here is on your side.
Turtle Escape is a one-handed portrait adventure about reading a beach and picking your moment. Three lanes, one hatchling, and a Hydration meter that never stops draining.
THE CRAWL
Swipe between three lanes and time your dash through the gap. Every dash costs Hydration, so speed is always a trade. Threats telegraph before they strike, so learn them, find the opening, and commit before it closes.
Seventy Story levels carry you across seven shores. Clear them all and the Second Tide reopens every one of them, harder.
SEVEN SHORES, SEVEN SETS OF RULES
Sunny Shore teaches you the crawl. Then come Wild Island, Tourist Resort, Neon City Coast, Volcanic Isle, Frozen Cove, and Radioactive Beach, each with its own hazards, weather, and pace. Learning a shore is most of surviving it.
MORE THAN THE STORY
Endless
Survive as long as you can. Every metre counts, and the pace never stops climbing.
Chill Ride
No score, no game over. Drift along a gentle beach collecting bubbles, foam, and keepsakes.
Weekly Challenge
One seeded run, identical for every player, refreshed every week.
THE LAGOON
Hatchlings you rescue swim, grow, and forage in a sanctuary of your own. Feed them, decorate their pool, and let them bring back what they find in the shallows.
Visiting turtles arrive in a bad way. Cut the tangled plastic off with the Snips, lift each barnacle with the Scraper, then soap, rinse, dry and treat the shell and the belly.
The tide washes litter in as well. Clear the drifting nets and plastic before they reach your turtles, and free any resident caught in them. Neither job is timed, and both pay.
THE TIDE ANVIL
Temper your shell toward one of four callings - Swift, Sturdy, Lucky, or Deft and that bonus follows you into every run. The first few temper levels are guaranteed. After that, fortune favours the bold.
COLLECT THE COAST
Shell skins, auras, charms, avatars, Collection Book entries, achievement rewards, daily and weekly Missions, and a Sand Pass season track to climb.
PLAY YOUR WAY
• Built for portrait, one hand, and short sessions.
• Plays offline.
• Sign in with Apple only if you want your save kept in the cloud.
• Fully playable in English and Turkish.
• Game Center achievements plus Endless and Weekly leaderboards.
• Rewarded ads are always opt-in, never forced.
• Remove Ads is a single one-off purchase.
The sea is close. The beach has other plans.
The first beaches are livelier and less chatty, and iPad gets five fixes.
- Every shore's margins now carry half again as much scenery, and Sunny Shore gains seaweed tufts, so the first crawls no longer cross bare sand.
- Special offers wait until level 5, when upgrades exist to spend on. Nothing is for sale on your first beaches.
- Run hints such as "Rolling driftwood - dodge it!" now appear once per player, not on every run.
- The beach shows at most one coach mark per visit. Anything else waits until you come back.
On iPad:
- Menus, the Collection Book and the level map now fill the screen. They were drawn in a narrow column with flat colour down either side.
- The level map no longer clips level markers, star chests or your turtle where the trail runs wide.
- The Collection Book fits its grid to the screen, so shells and hatchlings are no longer squeezed.
- Pausing or finishing a run dims the whole screen. Bright sand used to sit either side of the panel.
- Turning the iPad while a panel is open no longer leaves part of the beach blank.
Also fixed:
- Purchased pearl packs no longer miss a credit or credit the same purchase twice.
- When a store price is unavailable, purchase buttons show "Check price" instead of a fallback USD price.
- Runs keep their beach across daily and weekly resets. High Tide bonuses use the day the run started.
- Leaving the app during Second Chance now saves unbanked Endless and Weekly Challenge progress for recovery on the next launch.
- Run music no longer starts late after you have left the run.
- Improved in-game message rendering.
Version 1.3.1
The developer, Agile Coders Ltd, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy .
Data Used to Track You
The following data may be used to track you across apps and websites owned by other companies:
Location
Identifiers
Usage Data
Diagnostics
Data Linked to You
The following data may be collected and linked to your identity:
Identifiers
Usage Data
Diagnostics
Data Not Linked to You
The following data may be collected but it is not linked to your identity:
Purchases
Location
Identifiers
Usage Data
Diagnostics
Privacy practices may vary, for example, based on the features you use or your age. Learn More
The developer indicated that this app supports the following accessibility features. Learn More
Supported Features
Differentiate Without Color Alone
Reduced Motion
Information
Seller
Agile Coders Ltd
Size
105.9 MB
Category
Casual
Compatibility
Requires iOS 16.4 or later.
iPhone Requires iOS 16.4 or later.
iPad Requires iPadOS 16.4 or later.
Mac Requires macOS 12.0 or later and a Mac with Apple M1 chip or later.