Genocide simulator. You are the Empire's newest pest-control asset: a living meteor dropped on an insect civilisation. Grow limbs into towers on their rooftops, eat their citizens for currency and report back to a ship's AI who is not impressed.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

This game is not yet available on Steam

Coming soon

Interested?
Add to your wishlist and get notified when it becomes available.
 

About This Game

This is a genocide simulator I built inspired by Inscryption (for gameplay) and Red Alert 2 (for story telling and art). Its a tower defense roguelite that takes place in a far future where you are an exterminator working for a far future Christian extremist human empire. I really wanted to build a game that felt like those experiences I enjoyed in the 90s with RTSs but that draws from modern game design ideas from experiences like Ball X Pit, FTL, and Inscryption. All while doing it with an over the top story that makes you think. Did I pull it off? Try the demo and let me know.

WHAT YOU DO

You are the Empire's pest control: a living meteor dropped on a city of intelligent insects. Your creep swallows the city blocks, the limbs you grow on the rooftops are your towers, and the locals march on your buried core down the streets between them. Each deployment is one run: grow, hold the streets, draft the next district to consume, grow organs under the city between waves, and finish Command's directive before the city puts you down. Between deployments you live aboard the ship that dropped you, where the story happens.

THE TOWER DEFENCE

  • 17 limb families, 36 limbs. Acid spitters, lightning fronds that chain arcs through a crowd, spore bombards you aim by hand, maws that swallow soldiers whole, snare beds, blight vents, ember sacs that set a column on fire, broodmothers that field their own young, ward membranes that shield their neighbours, and spine walls that plug a street and must be chewed through. Every card says what it can hit: ground, air or both.
  • Height matters. Towers perch on city blocks above the traffic, and a taller block shoots further. The land rolls in hills, so the high plateau that fits a big limb is the lucky find.
  • Waves you can read. Two dozen enemy kinds: soldiers, sappers, tanks, cannons that besiege from standoff, fliers, splitters that burst into skitterlings, carapace lords that shrug off the first six hits, and cloaked stalkers only an eye stalk can see. Every wave's risk, and the gates it will come through, is telegraphed on the top bar before it forms. Call a wave early for bonus meat.
  • Three castes, three currencies. The war caste attacks because you exist, and its meat pays for the body. The science caste comes when you are interesting: researchers read your gun coverage, walk around it, sedate your least-defended limb and carry it off (kill the courier and the limb re-roots). Royals move only when you are a crisis; they make every army around them worse, and their meat is raw mass.
  • Cannibalize. Hover any of your limbs to see what eating it gives, then click to eat it: part of its cost comes back and its whole trait history banks into the next limb you grow, as stacking pips. Eat two, and the next limb inherits both.
  • Evolve. Every limb has three stages, A or B at each, and the last costs a royal point. A stage bought grows the limb into a new look.
  • Combo engines. Science meat buys conduits, amplifiers, mosaic nodes, twinning glands, capacitors and a mitosis node that buds copies: engines that funnel, multiply and copy bonuses between limbs. They chain.

THE MAP YOU BUILD

Every run starts as one district under smoke. Every third cleared wave you draft one of three hand-made districts to consume, each with its own winding streets, high ground and gates: research quarters, provision districts, temple heights. Wall yourself in, or burrow back out through a wall for a new gate. The camera zooms out as the body spreads. Spore bladders grow free creep nodes on a timer, and the organs touching a bladder set its strain: bigger, doubled, thrown forward, slowing, burning. A node that survives a wave can spread a child of its own.

THE ORGAN STAGE

After every wave the game goes underground, to a cross-section around your half-buried meteor where you grow shaped organs against it like tiles. Theme organs unlock and level whole groups of limbs (the Bone Forge brings impalers and mortars, the Venom Sac blight and fire, the Nerve Cluster arcs and eyes, the Brood Womb broodmothers and lures), and two organs that touch share their signature verbs, so where you grow the Venom Sac decides whose shots poison. Hearts, brains and glands boost whatever they touch, and buried deposits pay out when you grow over them. Meat you have not spent is lost when the next wave starts.

THE SHIP, THE GLOBE, THE STORY

Between deployments you live aboard the ship with YOKE, who runs it, reads your reports and is not impressed. You can talk to her, and she talks back. Take Command's directives across a globe of seventeen landing sites, from the Crash Site and the Granary Belt to the Temple Terraces, the Glass Spires and the Hive House itself. Three factions of the locals reach out with signals of their own (the Friendship Delegation, the Faithful of the Last Hour, the Institute for Long-Term Hive Flourishing), each with its own route and ending. Splice genes in the Gene Bay, pick a starting strain (Standard, Venom, Spore or Brood), keep a notebook of eight hobby missions, earn comics, intercept the Roach King's broadcasts, and climb toward the one thing you actually want from the Empire: a licence to have a family.

MODES, LENGTH AND SOUND

  • Campaign: the globe, the ship, the factions, the last mission. Each deployment rolls one directive: hold for twelve waves, destroy the royal, or bank the science quota.
  • Quick Deployment: a skirmish with everything unlocked, on a random or chosen seed.
  • Defence deployments: when the locals counter-attack a territory you hold, one siege the size of a late wave, with a grown core and banked meat, warned a turn ahead.
  • Length: a deployment is a sitting of twenty to thirty minutes, the organ stage included. The campaign is many of them.
  • Difficulty: open two or three gates at deploy for more meat and a harder siege.
  • Soundtrack: original 1940s electro swing, twelve tracks for the siege and six for the organ stage, with a newsreel narrator calling the play.
  • Options: colour-blind-safe caste colours, reduced motion and flashes, text size, subtitles on films. Keyboard and mouse.

A 1950s newsreel of a game about the end of a world, told by the people filing the paperwork.

AI Generated Content Disclosure

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

Broodfall's art, animation, cutscene films, music and character voices were made with generative AI tools, then directed, selected and edited by the developers. During play, YOKE, the ship's AI, can talk with you live: her lines are written in real time by a large language model (Kimi K2.6, run through a third-party AI service), held to the game's lore and filtered for content, and spoken by a synthesised voice. When the service is unavailable she falls back to pre-written dialogue.

Connects to 3rd-Party Service for AI Content Generation: Kimi K2.6 language model (via Hardea)

Mature Content Description

The developers describe the content like this:

Broodfall is a dark satire in which you play an alien infestation wiping out an insect civilisation. Insect soldiers are shot, dissolved by acid and eaten by your creature's limbs throughout play; the violence is painted and stylised, not realistic, and every victim is an insect. The story treats genocide, imperial bureaucracy and a state licence to have children as black comedy. Sex is mentioned in dialogue (one joke about recreational sex) and never shown. There is no nudity.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.5 GHz (Intel Core i3 / AMD Ryzen 3)
    • Memory: 8 GB RAM
    • Graphics: WebGL 2 capable GPU with 2 GB VRAM (GeForce GTX 960 / Radeon RX 560 or better)
    • DirectX: Version 11
    • Storage: 2 GB available space