Awaken from a lowly apprentice into one of nine elemental archmages and climb the tower. Kill the epic monster before the floor's clock hits zero, or the ceiling comes down while you fight. Reroll and banish your level-ups, and grow the village below the tower between climbs.

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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?

“Diofru is a tower built by a solo developer. The core loop — climb floor by floor, awaken into an elemental archmage at level five, beat each floor's clock — is playable and stable today. But a tower this tall is balanced by data from real players, not by promises: which schools feel weak, where the difficulty curve breaks, which builds go dead in the later floors. Early Access lets those answers come from actual runs while the upper tower is still being built. We would rather grow the tower in public, one zone at a time, than disappear for years and guess.”

Approximately how long will this game be in Early Access?

“Roughly 12 months. That is our working estimate for reaching the finished 1.0 climb, and we would rather give you a number we are steering toward than refuse to answer.

Here is how that time is spent. The tower is released in blocks of floors, each block bringing its own monsters, epic monsters and boss, so you get a substantial update every few months rather than one silent year. Every block has to clear the same gates before it ships — a difficulty curve that holds up, schools that stay worth picking, progression that never stalls.

Two promises about that number. If a block needs more time to be worth yours, we will take the time and say so here rather than ship a broken stretch of the tower on schedule. And if the work goes faster than expected, we will not sit on a finished game — 1.0 arrives when the climb is complete, early or not.”

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

“The goal of 1.0 is the finished climb to the tower's summit. Between here and there, updates add new zones of the tower (each with its own monsters, epic monsters and boss), deepen the nine elemental schools and their branches so every awakening stays worth taking into the later floors, and expand meta progression and the village below the tower. We do not attach floor counts or dates to individual updates; scope is announced when it ships.”

What is the current state of the Early Access version?

“The Early Access version contains floors 1 to 20 of the tower across six zones. Every regular floor has an epic monster on a timer, and bosses guard floors 10 and 20. Finish a zone and the first floor of the next one opens as a starting point (floors 4, 7, 11, 14 and 17); at a checkpoint you start fresh. All nine elemental schools are in, with their awakening cinematics: your first school is free, and the others unlock with soulstones. Each school splits into two branches at the second class change, and the branch you pick changes your look and your ultimate. The run-time pool: 32 weapons with 59 evolved forms, 33 passives, 51 active spells and 25 relics, gated by the element you awaken into. Every run starts with 3 rerolls and 2 banishes for your level-ups.

Between climbs you return to the village below the tower: raise its buildings, craft set gear at the Workshop and break its limits with ore from the mines of Studund, cook meals, gather timber and stone in the Blackwood and the Abandoned Quarry, and reclaim the Abandoned Wasteland nest by nest. Death ends the run; soulstones, materials, gear and everything you have built stay.

Single-player, keyboard & mouse or controller, interface in 12 languages. Narration and the talking staff's lines are voiced in all 12 languages with AI text-to-speech, and voice-over can be turned off in the settings.”

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

“Yes. The Early Access price is lower than what the finished game will cost. We plan to raise the price gradually as major zones of the tower are added, with a final increase at 1.0. Buying during Early Access is buying the whole climb at its lowest price.”

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

“The free demo stays up through Early Access, so anyone can judge the current state of the game from a real run instead of promises. Feedback runs through the Steam discussions, the community hub and our Discord: every update ships with notes explaining what changed and why, including balance reasoning. Before major updates we run structured playtests to check the new stretch of the tower against real sessions. Reports of floors that feel unfair, schools that feel dead, or runs that stall are treated as bugs, not opinions.”
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Planned Release Date: Q4 2026

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About This Game

Apprentice to Archmage. Beat the clock, or climb through the rubble.




At level 5 the apprentice picks an element, and a pillar of light drops from the sky onto that spot.

AWAKEN AT LEVEL 5

You start as an apprentice with plain arcane bolts. At level 5 you pick one of nine elements: fire, ice, storm, tide, stone, poison, light, shadow or death. From then on its spells show up in your level-ups, you get its signature weapon, and your ultimate becomes the school's own. Go deep enough and the school splits in two: at your second class change you pick a branch, and it changes your look and your ultimate.

THE TOWER IS COLLAPSING

Every regular floor has an epic monster and a timer. If the timer hits zero, the arena's rim cracks crimson and the ceiling starts coming down on you mid-fight. The epic can still be killed; you just have to do it under falling stone.

Stay out of the light too long and the dark seals your spells. Step back into the light to break the seal.

NEVER BETRAYED BY RNG

Don't like the draw? Reroll. Never want to see that card again? Banish it and it's gone for the rest of the run. Every run starts with three rerolls and two banishes.

THREE DOORS AFTER EVERY FLOOR

Each door changes the next floor. More enemies, faster ones, tougher ones, or fewer but deadlier, and a bigger payout in gold, soulstones or XP for the trouble. At most once per zone, a door offers a breather instead: fewer, softer foes, smaller rewards, and a healing rune always waiting. Sometimes (never more than once per zone) a door opens on a treasure room: over a hundred pots and a twenty-second fuse.



There are chests hidden around the tower. Some of them have teeth.

THE VILLAGE BELOW THE TOWER

Every climb ends back on the ground, in a village that grows between runs. Raise its buildings, craft set gear at the Workshop, and break your gear's limits with ore from the mines of Studund. A Limit Break never fails, so there is no gambling on upgrades.

Beyond the village there is land to take back. Cut timber in the Blackwood and stone in the Abandoned Quarry, cook meals to carry into the tower, and light the road to the Abandoned Wasteland. Destroy its nests, then clear, till and plant the ground you reclaim. People you free from their prisons are treated at the Infirmary and settle in homes you build outside the village.

THE ROAD TO THE SUMMIT

Diofru launches in Early Access and grows upward from there.
  • Early Access: the climb begins in the lower tower. More zones and more schools deepened, update by update. We are not putting a floor count or a date on it, and we would rather say that plainly than promise something we have to take back.
  • 1.0: the finished climb, all the way to the summit.

UNDER THE HOOD

  • 4 weapon slots + a transformation-only signature slot + 6 passive slots. Two active spells equipped at a time.
  • 32 weapons with 59 evolved forms, 33 passives, 51 active spells, 25 relics, all gated by the element you awakened into.
  • Elemental weapons evolve into one of two forms you choose. They differ in how they fight, not in strength.
  • Evolution is your call: raise a weapon with its paired passive, beat an epic or a boss, and open the Evolution Chest it drops. Missed it? The forge can evolve it too.
  • Three doors between every floor. The one you pick sets the next floor's danger and reward.
  • Light and dark are resources. Stand in the dark too long and your magic gets sealed.
  • Finish a zone and the next zone's first floor becomes a checkpoint. You start fresh there; your strength comes from the village.
  • Die and the run ends. Soulstones, materials, gear and everything you built in the village stay.

AI Generated Content Disclosure

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

All 2D artwork in this game (characters, monsters, environments, icons) and the store/marketing images were pre-generated using AI image tools, then curated, edited, and integrated by the developer. Music was pre-generated with AI music tools; sound effects were pre-generated locally with an open-source AI audio model. Narration and the talking staff's lines were voiced with an AI text-to-speech tool from the developer's own script, and voice-over can be turned off in the settings. Localization into some languages was produced with AI assistance and reviewed by the developer. The game does not generate any content with AI at runtime — all AI-generated content is pre-rendered and ships as fixed assets.

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: x86_64 CPU with SSE4.2 support
    • Memory: 8 GB RAM
    • Graphics: GPU with 4 GB VRAM and full Vulkan 1.0 support (e.g. NVIDIA GeForce GTX 1050 Ti 4 GB, AMD Radeon RX 470 4 GB)
    • Storage: 4 GB available space
    • Additional Notes: Playable with keyboard & mouse or controller (select input device in Settings).
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 / 11 (64-bit)
    • Processor: x86_64 CPU with SSE4.2 support, 4 physical cores or more
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with 4 GB+ VRAM and full Vulkan 1.2 or Direct3D 12 (feature level 12_0) support (e.g. NVIDIA GeForce GTX 1060 6 GB, AMD Radeon RX 580)
    • Storage: 4 GB available space
    • Additional Notes: Runs at 1920x1080. Playable with keyboard & mouse or controller.
    Minimum:
    • OS: macOS 10.15 Catalina (64-bit)
    • Processor: Intel Core i5 or Apple M1
    • Memory: 8 GB RAM
    • Graphics: Metal-capable GPU
    • Storage: 4 GB available space
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