Into the tower, in 15 seconds
A 15-second teaser cut from real gameplay of the prototype. Monsters pour out in swarms, and area magic sweeps them away.
For sound, tap the speaker icon on the player
A different tower every climb
Every floor is generated on the spot. The corridors, the enemy nests, the cards lying on the ground — all different each run. No strategy works twice.
You pick either the Fighter (2000 HP, strong in melee, weak at range) or the Sorcerer (1500 HP, clears crowds with ranged area magic but can't take a hit).
Fighter or Sorcerer — pick one and enter the tower
You move. It fights.
Drag on mobile, WASD or arrow keys on desktop. Attacks are automatic — the only decision you make is where to go.
Break enemies and nests as you go, and pick up the cards and potions they drop. Your HP drains over time, so standing still is how you die.
A boss every four floors. Beat it and a return circle opens, banking the cards you've collected. Die instead, and that run's cards are gone.
Floor 3 — skeletons and slimes keep pouring out of the nests
Get close and it fights for you — you just handle the moving
Three slots, three cards each
Cards decide how you fight. You load three of them into each of the A, B and C sets, then switch between the sets mid-fight with the 1, 2 and 3 keys.
There are three kinds: red for basic moves (thrust, sweep, guard, throwing axe), blue for effects (power up, wider range, homing, multi-hit, drain) and purple for special passives (resonance). The border colour marks the element — fire, ice, lightning or light — stars mark rarity, and higher levels hit harder.
Building a loadout on the fly from whatever you've picked up — all melee, or ranged and spread out — is where the game lives.
Cards drop from enemies and nests — some are class-exclusive
The loadout screen — swap cards into the slots to rebuild your style
Where it stands
- Prototype v1.4 — character select, saving and the card vault all working
- Generated floors and enemy nests — done
- Card loadouts and auto-battle — done
- Bosses and return circles — done
- Pixel-art characters — eight-direction walk animations in progress
The skeleton of the game runs end to end. Next comes the look and the feel.
Graphics, UI and balance are all expected to change substantially before release.