🌍 Enlil: Rise of the End has officially launched in Steam Early Access!

Step into a mythic open world inspired by the ancient legends of Sumer.
⚒️ Build and Defend: Create mighty walls, gates, and traps to protect your city.
🔥 Command Armies: Lead your soldiers into massive sieges and conquer new lands.
⚡ Master Magic: Choose from five elemental paths — Fire, Ice, Lightning, Earth, or Spirit.
🌗 Live World: Explore a vast HDRP world with day-night cycles, shifting weather, and dangerous creatures.
🎮 Early Access is just the beginning. Your feedback will shape upcoming updates — performance, balance, and new content are all guided by our players.
💬 Join our community, share your ideas, and help us craft the final version of Enlil together.
🔗 Steam Page:
https://store.steampowered.com/app/3763670/Enlil_Rise_Of_the_End/
Thank you for supporting indie games and believing in our world.
— HappyTech Studio 🖤

Fixed blurry pixel art. “No point filter” is now applied to all sprites.
Added explanations to the “Start Revolution” button, so players can see why they cannot start a revolution.
After a revolution, the revolution now begins on the next turn. The old “send join/oppose revolution letter to all players” flow was removed.
End screen now shows “You finished 1st / 2nd / 3rd / 4th” so players can read their final position immediately.

After another playtest session discovered many many bugs so these are the following changes:
Fixed Shop returning points bug
Added visual for critical deflection distance
Added Little bonus effects if player reaches certain speeds
moving platforms can now be jump onto from below and dropped down
Fixed that player was sliding over platforms rather than walking
Decreased orbit radius to 60% the size of the players radius
Changed some animations in upgrade menu
Player dodges bullets when dashing through them now
fixed issues with healthpod being frame bound
Added new game over screen effects and sounds
added intro animation for tutorial
Sharing the latest art piece - drawn by commission from my generous and endlessly supportive sponsors!
I think there'll be some spoilers very soon!
It's also about time to begin drawing some new CGs for Victor's route update. So yes, more art is definitely coming your way.
Have a lovely evening, my sweethearts!
Sharing the latest art piece - drawn by commission from my generous and endlessly supportive sponsors!
I think there'll be some spoilers very soon!
It's also about time to begin drawing some new CGs for Victor's route update. So yes, more art is definitely coming your way.
Have a lovely evening, my sweethearts!
Fixed:
- The UI is not working properly after changing the picture projection
- Some minor fixes and improvements
Hello, all -
If you enjoy the Playtest / Demo, don’t forget to leave a review! (it helps the game a lot – in a practical sense, it means I have to spend less time on advertising and can instead spend time on bug fixing and development).
A serious thank-you to everyone that participated in the Playtest for this Demo and made bug reports / helped identify gameplay issues. The resulting demo should be much better as a result, but I'll still keep an eye out for bugs / issues and ship fixes when I can.
How big is the main game?
Several people have asked how large the main game will be. The answer is: much, much larger than the demo. The Demo is its own little open-world experience – a sectioned-off town (Gravenstaad) and surrounding area. While Gravenstaad does exist in the main game, there are roads out of the mountains to the rest of the main game map in the full game.
To provide some context for size, the Demo has 1 medium-sized town while the Main Game has 5-6 towns of varying sizes (both larger and smaller than Gravenstaad). The demo also has just 1 tutorial dungeon and 1 main dungeon, while the main game has a mix of 30+ such areas so far (dungeons, caves, dreamscapes, and more).
Will my SaveGame from the earlier Playtests work with the Demo?
Yes! While I can’t guarantee there won’t be any issues at all, saves from during the Demo Playtest should work with this full demo release. You shouldn’t even have to move them – the save file location is the same, so you should find them in the load menu when you open the game on Windows.
Controller and Steam Deck Support?
Man people have asked about this. I'm looking into it but there is no support for these at this time. That doesn’t mean it will never happen - just that it’s not in the demo release currently, and my main focus will be on finishing the main game world first before extending the game to other platforms.
Since this is a solo-developed project the major constraint for this is the time it takes for me to implement new features on my own. While I'll do what I can, my main priority has to be on completing the main game world for now for increasing the game's scope further.
What’s next?
During the playtest I fixed over 100 bugs and gameplay issues. Now that the Demo is out, I’ll still be looking at your reports – but my main focus will now be on finishing and polishing the final game itself.
Of course, if there are game-breaking issues in the demo, please do still use the bug report form and I will investigate them.
Wishlist or follow the steam page here to follow along as development of the game progresses.
Lots of new systems to play with this update! Introducing the King unit, the Amber Forge structure, proper UI + sound effects, and more!

The Keep has been replaced with the King, a new unit with a variety of functions:
A player wins the game by slaying their opponent's King.
The King can move around and fight.
Kings can use their Parade ability to permanently increase the collection rate of a friendly resource structure.
The King can visit the Amber Forge in order to research powerful upgrades.
Several resource pickups spawn throughout the map at the beginning of a match. Move a unit to a resource pickup in order to get a nice early-game resource boost.
There are 6 resource pickups (2 gold and 4 amber) which each give 50 of their respective resource.
That's right, AmberForge now has... an Amber Forge!

This is a neutral structure in the middle of the map which both players can use to research powerful upgrades. Bring your King to an adjacent tile in order to research. Upgrades research instantly, but each player has a global cooldown timer of 60s that must elapse before researching another upgrade.
Upgrades include:
Amber Aura: Speeds up all friendly timers by 25% for 30 seconds. Repeatable. Costs 100 amber.
Inspiring Presence: Adds +3 attack damage to friendly units when they are adjacent to your King. Costs 100 amber.
Mystical Soil Enrichment: Adds 200 collectible gold to each friendly Village. Costs 150 amber.
Swift Step: Archers are no longer slowed by Forests. Archer move speed penalty after attacking reduced by 0.4s. Costs 100 amber.
High-Protein Horse Feed: Adds +1 range and +4 attack damage to the cavalry charge ability. Unlocks Knights. Costs 50 amber. (Moved here from the Keep)

Proper in-game and main menu UI is now present.

Health bar visual improvements.
Unit selection outlines.
All structures now have new art assets -- no more placeholders!
First batch of in-game sound effects, including some unit voice lines.
Instead of always trying to find a path around all units, shorter paths are now preferred even when they go through other units. Put another way: pathing units will wait for other units to get out of the way instead of pathing the long way (if the long way would be too long).

Before/after for pathfinding
Attacks are now split up into distinct attack-move and target-attack abilities with their own visuals.
Other miscellaneous visual and logic improvements for pathfinding, attacking/moving, targeting units, and selecting units.
Holding down a command hotkey rapidly attempts to perform that command.
Production structures now attempt to spawn a unit at any adjacent unoccupied tiles, prioritizing those closest to the rally path.
Settings for edge scroll speed and edge scroll area size.
Various fixes and improvements for tooltip messages and text alerts.
Bug fix: Disconnection issues in the lobby.
Bug fix: The damage from archer arrows would occasionally be delayed.
Reduced starting resource count from 200gold/25amber to 100gold/0amber.
The resource pickups and the King's Parade ability provide early-game economic boosts, so the extra starting gold and awkward amount of starting amber are no longer needed.
Moved Peasant production from the Keep to the Village.
Peasant move timer cooldown increased from 4s (+2.67s in forests) to 5s (+2s in forests).
I do want to make Peasants a viable supplement in a fight, but I don't want it to be trivial to use a peasant to scoop up all of the resource pickups on your side of the map. Consider this nerf temporary!
Knight damage decreased from 16 to 14.
Knight HP decreased from 70 to 65.
Knights can no longer be built until researching High-Quality Horse Feed.
Archer move speed penalty after attacking increased from 1s to 1.2s.
Misc map changes, mostly to make room for the Amber Forge and to move the third Wheat Field (village site) farther from the start location.