Choose your dragon and defend your castle against endless waves in a systems-driven roguelite. Level up to draft perks, loot chests, and build upgradeable walls as you adapt to shifting enemy compositions and push your run as far as skill allows.

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Kommer snart i tidlig tilgang

Utvikleren av dette spillet har planer om å gi det ut som et pågående arbeid, og utvikle det med tilbakemeldinger fra spillere.

Merk: Spill med tidlig tilgang er ikke ferdige og vil muligens endres ytterligere. Hvis du ikke føler for å spille dette spillet slik det er akkurat nå, burde du vente for å se hvordan spillet utvikles videre. Les mer

Hva utviklerne har å si:

Hvorfor tidlig tilgang?

«We’re building a replayable, systems-driven defense game where a single tweak to XP, attack speed, or enemy composition can swing the whole run. Early Access lets us iterate in the open with real player data and feedback to tune balance, pacing, and build diversity across our three dragons (Fire/Water/Electric) and six enemy types. We want the core loop—protecting your castle/tower in an endless onslaught while drafting level-up perks and loot—to feel tight, fair, and rewarding from minute one to hour fifty. That kind of tuning is fastest with a live community.

Early Access also helps us prioritize content with you. We already have a solid foundation: three distinct dragons with unique passive level-up identities (e.g., Fire = attack speed scaling, Water = XP rate scaling, Electric = luck scaling), a growing enemy roster (goblin → elite/boss variants, splitters, titanoboa), draftable level-up choices (XP Rate, Attack Damage/Speed, Luck, Crit Chance/Damage, Projectile Multiplier, Difficulty), lootable modifiers from chests (e.g., castle HP, projectile bounce), and upgradable walls you can build around your keep. With your input, we’ll expand the best parts first—more dragons, more enemy families, more items, deeper wall upgrades, and additional synergies.

Finally, we want to ensure the game is accessible yet skillful: clear UI, meaningful choices every level, and difficulty options that scale from relaxed to ruthless. Early Access gives us the runway to test new builds, respond quickly, and ship frequent, transparent updates shaped by the community.»

Hvor lenge antas det at dette spillet vil være i tidlig tilgang?

«Approximately 6 months from the Early Access launch.»

Hvordan er det planlagt at fullversjonen skal være forskjellig fra versjonen i tidlig tilgang?

«More content variety: additional dragon types, new enemy families (with fresh behaviors, elites, and bosses), and a broader pool of items/relics to deepen buildcraft.

Fortification depth: expanded wall tiers, more meaningful upgrade paths, and potential synergies between fortifications and your dragon/build.

Build diversity & balance: continued tuning of perks, difficulty options, and enemy compositions so different strategies (glass-cannon crit, projectile-multiplier, XP engines, etc.) all feel viable.

Progression & challenge: light meta-progression and optional challenge modifiers to support long-term goals and replayability.

Quality of life: clearer UI/UX, accessibility options, controller/rebind support, performance work, and additional localization.

Audio/visual polish: improved VFX/SFX, feedback clarity, and readability during high-intensity waves.»

Hva er nåværende tilstand for versjonen i tidlig tilgang?

«Core loop: Endless “defend the castle/tower” runs with decision-driven builds.

Playable dragons: Fire / Water / Electric, each with a distinct passive on level-up
(e.g., Fire = attack speed scaling, Water = XP rate scaling, Electric = luck scaling).

Enemies (6 types): goblin, elite goblin, boss goblin, splitter goblin, elite splitter goblin, boss titanaboa.

Level-up choices: XP Rate, Attack Damage, Attack Speed, Luck, Crit Chance, Crit Damage, Projectile Multiplier, Difficulty.

Loot & items: chest drops like castle/tower HP boosts and projectile bounce-type effects.

Fortifications: buildable, upgradable walls around your keep.»

Vil spillet være priset annerledes under og etter tidlig tilgang?

«We’re not planning to change the base price between Early Access and the 1.0 release. »

Hvordan planlegger dere å involvere samfunnet i utviklingsprosessen?

«Steam Community Hub & Discussions

Dedicated feedback threads for each major update (balance, perks, enemy behavior).

Upvoted ideas get a “On Our Radar” tag for visibility.

Discord Server

Channels like #feedback-balance, #bugs, #ideas.

Weekly community summaries highlighting key topics and actions we took.

Occasional polls (e.g., “Is Projectile Multiplier overtuned?”).

In-Game Feedback

A lightweight feedback form with optional logs so we can quickly reproduce balance/issues.

Transparent (Living) Roadmap

Public, lightweight board with states like “Testing Soon”, “Under Review”, “On Hold”—updated as priorities shift.

Test Branches / Betas

Big balance/content drops may hit an opt-in test branch first; we iterate based on feedback, then merge to main.

Dev Notes & Patch Notes

Every update includes “Why we changed it” blurbs—so you see not just what changed, but why.

Community Contributions

Regular calls for naming ideas, balance suggestions, and QoL tweaks; we’ll credit contributors in notes.»
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Om spillet

Overview

A replayable, systems-driven defense game where one tweak to XP, attack speed, or enemy composition can flip the entire run. Pick a dragon—Fire, Water, or Electric—and protect your castle/tower through an endless onslaught. Level up to draft perks, loot chests for powerful modifiers, and build/upgrade outer walls to shape the battlefield. The goal is simple: survive as long as you can with smart choices and satisfying synergies.

This is an Early Access experience focused on feel, balance, and clarity. We’re evolving the game with community feedback—expanding content and sharpening the core loop over time.

Core Features (Early Access)

  • Three distinct dragons with unique passive identities on level-up

    • Fire: gains Attack Speed each level

    • Water: gains XP Rate each level

    • Electric: gains Luck each level

  • Six enemy types at launch: goblin, elite goblin, boss goblin, splitter goblin, elite splitter goblin, boss titanaboa.

  • Endless defense runs: defend your castle/tower against scaling waves and escalating compositions.

  • Level-up draft each time you gain a level: XP Rate, Attack Damage, Attack Speed, Luck, Crit Chance, Crit Damage, Projectile Multiplier, Difficulty.

  • Loot from chests: modifiers like castle/tower HP boosts and projectile bounce, with more variety planned over time.

  • Buildable & upgradable walls: fortify the perimeter and funnel enemies to your advantage.

  • Decision-driven builds: stack perks and items to create glass-cannon crit builds, XP engines, projectile swarm setups, and more.

Looking Ahead (Subject to Change)

We’re exploring more dragons, new enemy families (with fresh behaviors, elites, and bosses), a wider pool of items/relics, deeper wall upgrade paths, optional challenge modifiers, light meta-progression, and ongoing QoL, performance, and localization improvements. Plans may change based on feedback.

Localization

We intend to localize the store text and UI over time. If you’re reading this in English, other languages may be added during Early Access. Community feedback on terminology and readability is welcome via the Steam Community or Discord.

Systemkrav

    Minimum:
    • OS: Windows 10 / 11
    • Prosessor: Intel Core i5
    • Minne: 8 GB RAM
    • Grafikk: NVIDIA GTX 770
    • Lagring: 1 GB tilgjengelig plass
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