Dev Update #1: What is Beyond the Grove?
[h3]Hello Future Grove Keepers![/h3]
Welcome to the first dev update for our upcoming game, Beyond the Grove. We’ve been building this game for over a year now and can’t wait for people to start playing it! I spent a lot of time thinking about what our first post should be about, and eventually, the answer became clear: we should talk about the game.
[h3]So, what is Beyond the Grove?[/h3]
Beyond the Grove is the game we’ve always wanted to play—but it didn’t exist, so we’re making it. It’s a blend of Real-Time Tactics, Turn-Based Strategy, Auto-Battler, Roguelite, and Unit Creator elements. That might sound like a lot, but it all comes together in a simple, satisfying loop.
[h3]Here’s what a typical match looks like:[/h3]
Each step has something exciting to offer. Some players will love the tactical aspect—flanking enemies or capturing their base while they’re out of position. Others will gravitate toward golem crafting—experimenting with recipes and building the perfect army. Roguelite fans will enjoy the progression, unlocking powerful builds as they go. There's something for everyone.
We’ve also tried to pour a lot of heart into the game. Every unit and map is hand-drawn by our artist, Linda, and all of the music is original, composed by our audio wizard, Gregg. It’s definitely extended our development time (and stretched our wallets), but we believe it’s worth it.
That’s enough reading for now! Next time, we’ll introduce the team and talk about why we’re making this game. Thanks for joining us on this journey—we’re so glad you’re here.
Welcome to the first dev update for our upcoming game, Beyond the Grove. We’ve been building this game for over a year now and can’t wait for people to start playing it! I spent a lot of time thinking about what our first post should be about, and eventually, the answer became clear: we should talk about the game.
[h3]So, what is Beyond the Grove?[/h3]
Beyond the Grove is the game we’ve always wanted to play—but it didn’t exist, so we’re making it. It’s a blend of Real-Time Tactics, Turn-Based Strategy, Auto-Battler, Roguelite, and Unit Creator elements. That might sound like a lot, but it all comes together in a simple, satisfying loop.
[h3]Here’s what a typical match looks like:[/h3]
- The map starts in planning mode, and you survey the battlefield.
- You place rally points for your auto-spawned units to move toward.
- When you start the battle, your units head out and fight over key areas of the map.
- Defeating enemy units or capturing points of interest earns you buffs and Glyphstones, which are used to create bigger, better units.
- After a set amount of time, the game pauses. You can issue new rally points and spend Glyphstones to combine elements and summon golems.
- Start the battle again and watch the chaos unfold—until victory!
- Then it’s off to the “shop” to grab upgrades and new abilities for you and your units before the next battle.
Each step has something exciting to offer. Some players will love the tactical aspect—flanking enemies or capturing their base while they’re out of position. Others will gravitate toward golem crafting—experimenting with recipes and building the perfect army. Roguelite fans will enjoy the progression, unlocking powerful builds as they go. There's something for everyone.
We’ve also tried to pour a lot of heart into the game. Every unit and map is hand-drawn by our artist, Linda, and all of the music is original, composed by our audio wizard, Gregg. It’s definitely extended our development time (and stretched our wallets), but we believe it’s worth it.
That’s enough reading for now! Next time, we’ll introduce the team and talk about why we’re making this game. Thanks for joining us on this journey—we’re so glad you’re here.