
Since my original v1.0.0 roadmap (2022), a lot has changed. Some features I planned back then may not make it into the game, and others might be reworked or replaced.
I’m aiming to release a playable demo sometime in April 2025. There’s still a lot to refine, but the goal is to have a version where core mechanics are in place—something you can actually play and give feedback on. If things go smoothly, expect an update soon!
Features That May Not Be Implemented (or Will Be Reworked)
Story Mode
Initially planned as a roguelike progression system, but I’ve decided the game works better as a pure survival experience. The roguelike-lite elements will remain—defeating monsters will grant random upgrades and progress the player’s power—but spells will no longer be unlocked through a structured story mode. Instead, progression will be more fluid, focusing on essence collection, upgrades, and adapting to each run.
📌March – Core Gameplay & Systems
Focus: Getting the main Survival Gameplay loop functional
- Gameplay Systems
- Enemy spawning & wave system
- Essence collection & upgrade mechanics
- Random upgrade system (roguelike-lite progression)
- UI & UX
- Functional Hotbar for Spells
- Random Upgrade selection screen
- Start Wave button integration
- Core Content
- Implement 1-Element Spells
- Implement 2-Element Spells
- New Enemy Types
📌April – Polishing & Playable Demo
Focus: Improving visuals, balancing mechanics, and fixing rough edges
- Visual & UI Enhancements
- Improve Menu Aesthetics & Animations
- Enhance Spell and Attack Visual Effects
- Improve enemy feedback (Damage indicators, Animations)
- Balancing & Optimization
- Adjust upgrade scaling & difficulty progression
- Fine-tune enemy attributes
- Improve wave pacing & difficulty curve
- Others
- Add sound effects & basic music