Development Update #1
Hello, players!
Exciting news: our game will be part of Steam Next Fest starting in late February! We’re hard at work on the demo, which will include five playable levels. The demo is primarily designed for new players, but returning veterans should find plenty to enjoy as well.
Here’s a look at some of the new features coming in the demo:
[h2]A Fiery Companion[/h2]

Meet your new companion, a blazing entity that aids you in battle. This ally will offer support in combat and guide the new players on how to play the game.
[h2]World Map System[/h2]

The new World Map system lets you place land tiles around cleared dungeons, modifying nearby dungeons in unique ways. These modifiers include:
Strategic placement of tiles will be key to optimizing your defenses.
[h2]Returning to the DW1 Stat System[/h2]
We experimented with incremental-style number scaling in DW2, but it didn’t quite hit the mark. So, we’re returning to the DW1-style system, where most stats scale additively rather than multiplicatively. This should provide a more balanced and intuitive progression.
[h2]Enemy Level System & Wrath Overhaul[/h2]

Enemies now have Levels, with each level granting unique stat bonuses and enhancing their special traits. In addition to increasing basic stats like Health and Movement Speed, levels provide tailored benefits for each unit type:
The Wrath system has also been revamped. Instead of granting random stat boosts to enemies, each Wrath level now increases the enemy’s level directly. Additionally, the map’s Tier determines the base level of enemy units, making progression more structured and challenging.
[h2]The Anima Engine[/h2]

Replacing the old Kill Streak system, the Anima Engine introduces a dynamic way to earn rewards by chaining kills and managing wave rushes strategically. Defeating enemies fills the Engine’s gauge, but since it decays over time, precise timing is key. This encourages an aggressive early game and pushes players to optimize their defenses. Rewards (per battle) include: gold, bounty increases, free traps, Gems.
The demo will feature a six-level reward track, with more unlockable variations planned for the full game to suit different playstyles.
[h2]Sigils: A New Power System[/h2]

Think of Sigils as the opposite of Runes: instead of empowering enemies, they grant strong bonuses to you.
Sigils vary in power and take up slots. Stronger Sigils require more slots.
Slots are limited at first, but expand as your world grows in power.
This system replaces the old equipment system, streamlining progression while keeping customization deep.
Several exciting features didn’t make it into the demo, including the Hero, story elements, numerous new Traps and Spells, Custom Trap mechanics, and the Endgame. Rest assured, I’ll introduce them in future updates.
Wishlist & Stay Tuned!
If you haven’t already, make sure to wishlist the game on Steam to stay updated and support development.
Nothing is set in stone. Let us know your thoughts on the new features!
Thank you for your continued support.
We can't wait to share more with you soon!
Jinmann
Exciting news: our game will be part of Steam Next Fest starting in late February! We’re hard at work on the demo, which will include five playable levels. The demo is primarily designed for new players, but returning veterans should find plenty to enjoy as well.
Here’s a look at some of the new features coming in the demo:
[h2]A Fiery Companion[/h2]

Meet your new companion, a blazing entity that aids you in battle. This ally will offer support in combat and guide the new players on how to play the game.
[h2]World Map System[/h2]

The new World Map system lets you place land tiles around cleared dungeons, modifying nearby dungeons in unique ways. These modifiers include:
- Increasing the number of enemies per wave
- Reducing enemy health
- Lowering trap costs
Strategic placement of tiles will be key to optimizing your defenses.
[h2]Returning to the DW1 Stat System[/h2]
We experimented with incremental-style number scaling in DW2, but it didn’t quite hit the mark. So, we’re returning to the DW1-style system, where most stats scale additively rather than multiplicatively. This should provide a more balanced and intuitive progression.
[h2]Enemy Level System & Wrath Overhaul[/h2]

Enemies now have Levels, with each level granting unique stat bonuses and enhancing their special traits. In addition to increasing basic stats like Health and Movement Speed, levels provide tailored benefits for each unit type:
- Warriors gain additional damage blocks.
- Priests receive increased healing power.
- Knights gain armor, reducing incoming damage.
The Wrath system has also been revamped. Instead of granting random stat boosts to enemies, each Wrath level now increases the enemy’s level directly. Additionally, the map’s Tier determines the base level of enemy units, making progression more structured and challenging.
[h2]The Anima Engine[/h2]

Replacing the old Kill Streak system, the Anima Engine introduces a dynamic way to earn rewards by chaining kills and managing wave rushes strategically. Defeating enemies fills the Engine’s gauge, but since it decays over time, precise timing is key. This encourages an aggressive early game and pushes players to optimize their defenses. Rewards (per battle) include: gold, bounty increases, free traps, Gems.
The demo will feature a six-level reward track, with more unlockable variations planned for the full game to suit different playstyles.
[h2]Sigils: A New Power System[/h2]

Think of Sigils as the opposite of Runes: instead of empowering enemies, they grant strong bonuses to you.
Sigils vary in power and take up slots. Stronger Sigils require more slots.
Slots are limited at first, but expand as your world grows in power.
This system replaces the old equipment system, streamlining progression while keeping customization deep.
Several exciting features didn’t make it into the demo, including the Hero, story elements, numerous new Traps and Spells, Custom Trap mechanics, and the Endgame. Rest assured, I’ll introduce them in future updates.
Wishlist & Stay Tuned!
If you haven’t already, make sure to wishlist the game on Steam to stay updated and support development.
Nothing is set in stone. Let us know your thoughts on the new features!
Thank you for your continued support.
We can't wait to share more with you soon!
Jinmann