Strengthening the engine so one change lands everywhere instead of ten places. Every building now levels on its own tab, defensive structures got their own section, and the gear menu is a full-page overlay with saved loadouts.
Inspect anything β heroes, guards, armaments, individual pieces of gear β and watch its real stats roll up into the party or fortress it feeds. Adds the full 19-slot paper doll, plus naming and renaming.
Local saves for real playtesting, multiple switchable characters (each a fresh run from level zero), a branded intro and start screen, per-device display settings β then the Foundation closes and the first playtesters come in.
Rules kept while building combat, loot, idle and saves so the competitive fortress stays trustworthy: recomputable runs and saves, loot from a controlled seed, idle time from a trusted clock, and account-tied identity.
The explore loop, working and featured on a single map: send a hero out to scout and fight, rescue heroes, and find discovery items that unlock blueprints.
A fuller defense loop: more enemy types, in-run spoils spent on temporary boosts that reset each run, and rising spawn rates and enemy levels.
Your fortress keeps earning while you're away β and while a hero is out exploring.
Open the single map into a whole world: biomes with their own enemies and hazards, a Cartographer and world map, waypoints, fortress portals, new damage types like fire and ice, and named bosses.
A growing in-game record of every enemy, map, and item you've met, plus a detailed wallet showing each currency's balances, sources, and uses.
The balance pass and run-up to launch: tuning from playtest data, tutorial and in-game help, stability and performance hardening across PC, Android and Apple, and a public beta.
Live on Steam, Google Play and the App Store, with cloud saves synced across devices, server-enforced fair play and trustworthy leaderboards, and the complete climb through the full world.
New heroes (Cleric and Mage), magic and faith β spells, blessings, staves, relics β whole new worlds and biomes, and player-triggered class buildings and commander abilities.
Endless realms and prestige with power climbing across resets, tournaments and seasons decided on fortress strength, damage-type mastery, deeper parties, and expeditions.
Co-op, guilds, live events, and an ever-growing world.
Runs in parallel across the whole roadmap, changing only look and feel. Now: currency and slot icons in a style you pick (chunky, flat, or pixel), and class silhouettes with paper-doll gear. Ahead: painterly buildings, portraits, gear and loot, and interface art.
The machinery that builds, tests, and delivers the game: end-to-end bug tracking, a regression test with every fix and feature, confirmed builds on all three platforms, browser play, and this website.
Dates aren't promised β order can shift as playtests teach us things. Follow the day-to-day in the Discord.