Awaken from a lowly apprentice into one of nine elemental archmages and climb the tower. Every floor gives you a clock: kill the epic monster before it hits zero, or the ceiling starts coming down while you fight. Reroll and banish your level-ups.

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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 so every awakening stays worth taking into the later floors, and expand meta progression — including checkpoint starts unlocked by defeating bosses, so a deep run does not always begin at floor one. 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 the lower tower: 3 zones, each floor ending in an epic monster on a timer, with a boss guarding the top of each zone. All nine elemental schools are playable, with their awakening cinematics. The run-time pool is fully open: 27 weapons with 22 evolutions, 27 passives, 35 active spells, and 19 relics, gated by the element you awaken into. Every level-up can be rerolled or banished. Death ends the run; soulstones persist into permanent upgrades. Single-player, keyboard & mouse or controller, interface in 7 languages, no voice acting.”

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 and community hub: 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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About This Game

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




Level 5. The apprentice picks an element — and the sky answers.

AWAKEN INTO POWER

Nine elements. Nine archmages. One apprentice's climb. Fire, ice, storm, tide, stone, poison, light, shadow, death — you choose one at level five, and it rewrites what you cast for the rest of the run.

THE TOWER IS COLLAPSING

Every floor: one epic monster, one clock. Let it hit zero and the arena's rim splits crimson — then the ceiling comes down while you're still fighting. Kill it fast, or finish the job in the rubble.

And the dark itself has an appetite. Linger outside the light and your spells get sealed — step back into the light to break it.

NEVER BETRAYED BY RNG

Don't like the draw? Reroll. Never want to see that card again? Banish it — gone from the run for good. The tower is hard. The dice aren't.

THE TOWER IS NOT JUST STAIRS

Between floors you pick your next door, and each one rewrites the floor behind it. One of them is a room full of pots and a twenty-second fuse.



The tower hides chests. Some of them hide teeth.

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.
  • 27 weapons with 22 evolutions, 27 passives, 35 active spells, 19 relics — all gated by the element you awakened into.
  • Evolution is manual: take the pair to the forge and decide.
  • Three doors between every floor. Each one rewrites what waits on the other side.
  • Light and dark are resources. Stand in the dark too long and your magic gets sealed.
  • Die and the run ends. Soulstones carry over into permanent upgrades.

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. 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:
    • OS: Windows 10 (64-bit)
    • Processor: x86_64 CPU with SSE4.2 support
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics with full Vulkan 1.0 support (e.g. Intel HD Graphics 510, AMD Radeon R5)
    • Storage: 1 GB available space
    Minimum:
    • OS: macOS 10.15 Catalina (64-bit)
    • Processor: Intel Core i5 or Apple M1
    • Memory: 4 GB RAM
    • Graphics: Metal-capable GPU
    • Storage: 1 GB available space
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
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