A strategic tower defense with roguelike elements where every enemy demands an answer. Prepare your team, adapt your defense, and face waves designed to break your strategy.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Architect of War is built around multiple interconnected systems: progression, relics, talents, team composition, dynamic difficulty, and a wide variety of enemies.

While a large portion of the content and core mechanics is already in place, overall balance remains a major focus. The game includes many variables (turret combinations, elemental synergies, relic choices, progression paths…), and reaching the right balance requires real player feedback across a wide range of situations.

Early Access allows me to gather feedback on:

- Overall difficulty and progression pacing
- UI clarity and system readability
- Understanding of the gameplay loop
- Grind balance and reward structure

The game is heavily focused on replayability and experimentation. There is no single solution to each situation, and strategy diversity is at the core of the experience. Involving players early is essential to improving the game.

The current version already offers a substantial amount of content, and Early Access will allow me to expand it further with new enemies, turrets, relics, and gameplay systems.”

Approximately how long will this game be in Early Access?

“I expect the Early Access period to last between 6 months and 1 year.

This period will be divided into several phases:

- A phase focused on bug fixing, optimization, and balancing existing content
- A phase focused on adding new content (turrets, enemies, relics, powers…)
- A final phase dedicated to additional features and overall polish

This timeline may evolve depending on player feedback and development needs.”

How is the full version planned to differ from the Early Access version?

“The full version will offer a more complete and expanded experience.

I plan to include:

- More maps (around 30 compared to 16 currently)
- New environments
- Additional turrets with their upgrades and mechanics
- New enemies and variants
- New game modes and difficulty levels
- An expanded progression system with more challenges

I also plan to:

- Add controller support
- Introduce additional languages
- Improve the player combat system
- Optimize performance
- Refine UI/UX based on player feedback

Some of these features are already partially implemented and will be further developed during Early Access.”

What is the current state of the Early Access version?

“The current version is fully playable from start to finish, stable, and feature-complete in its core systems.

It currently includes:

- 2 worlds and 16 maps (plus a tutorial map)
- 3 difficulty levels per map
- 24 turrets with upgrades
- 70+ enemy types
- 116 relics
- 10 powers
- 64 items
- 700+ challenges
- Dynamically generated weekly challenges

All available maps and difficulties are playable, and all systems are functional.

The core gameplay is already solid. The existing content is substantial, and the focus during Early Access will be on balancing, expanding content, and improving the overall experience.

Some features are visible but not yet available (notably additional difficulty modes).”

Will the game be priced differently during and after Early Access?

“I plan to keep the pricing consistent during and after Early Access.

The game may be offered at a discount during certain periods. I may slightly adjust the price upon full release depending on the amount of content and improvements added, but my goal is to keep the price fair and accessible.”

How are you planning on involving the Community in your development process?

“The community plays an important role in the development of the game.

Players will be able to share feedback, report bugs, and suggest ideas through:

- A dedicated Discord server
- Steam discussions

Direct access to these platforms is also available in-game.

I plan to:

- Release regular updates
- Adjust balance and gameplay based on feedback
- Integrate community suggestions when they improve the experience

The goal is to evolve the game alongside its players to deliver the best possible experience.”
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About This Game

Architect of War is an action tower defense where strategy begins before the battle… and never stops.

Prepare your team, adapt your defense, and take part in the fight to survive waves of enemies with unique mechanics.

Each run is different. There is no universal solution.

Build your defense, enhance it with relics… but be careful: every choice increases the difficulty.

Enemies won’t let you grow stronger without reacting. It’s up to you to make the right decisions.

The game begins before you even start a map.

  • Unlock new turrets

  • Upgrade them and gain experience

  • Unlock their unique abilities

  • Specialize your hero with talents

  • Create a team capable of responding to every threat

Adapt your arsenal with different elements:

  • 🔥 Fire: amplified damage

  • ⚡ Electric: damage chaining

  • ❄️ Ice: control and freezing

  • ☠️ Poison: rapid elimination

  • 🩸 Blood: healing conversion

Every choice is situational.

Every combination can make the difference.

Don’t stay a spectator.

  • Repair your turrets

  • Activate their abilities

  • Buff your defenses

  • Fight enemies directly

Your presence can turn the tide.

You are not facing simple waves.

  • Summoners

  • Sapper

  • Invisible enemies

  • Specialized units

Each enemy requires a specific response.

Every run matters, win or lose.

  • Experience for your turrets

  • Unlock abilities and awakenings

  • Gold and resources to progress

Nothing is lost. Every run makes you stronger.

  • Hundreds of challenges

  • Varied objectives

  • Dynamically generated weekly challenges

Progress, optimize, and forge your own strategy.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

As a solo developer, I used generative AI tools to assist with certain parts of development, including the creation of some visual assets.

All generated content has been carefully reviewed, adjusted, and manually integrated to ensure artistic consistency, and overall game quality.

No AI generated content is produced in real time during gameplay.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-6400 or AMD Ryzen 5 1600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 970 or AMD RX 570
    • DirectX: Version 11
    • Storage: 10 GB available space
    • Sound Card: DirectX compatible
    • Additional Notes: System requirements may change during Early Access as ongoing optimizations and balancing adjustments are made. The game is designed to run on a wide range of hardware configurations, with multiple graphics quality settings available.
    Recommended:
    • OS: Windows 10 or Windows 11 64-bit
    • Processor: Intel Core i5-8400 or AMD Ryzen 5 2600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 1660Ti or equivalent
    • DirectX: Version 11
    • Storage: 10 GB available space
    • Sound Card: DirectX compatible
    • Additional Notes: System requirements may change during Early Access as ongoing optimizations and balancing adjustments are made. The game is designed to run on a wide range of hardware configurations, with multiple graphics quality settings available.
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