Posted October 20, 2025 by Starfall Software
It may be a bit too early, but I set a personal goal to have something up and running on October 19th. So here we are with Crypt Walkers.
Primary influences for this game are SmashTV, Warcraft 3, and HellDivers 2. ( But its NOT intended to be a clone of any! )
This iteration of development was mostly experimental, along with getting some baseline functionality for the game going. The spell casting so far seems to be in an okay spot. Theres room for improvement, but its the most fleshed out system thus far. You cast spells by reciting a known sequence of tokens( similiar to HellDivers 2 ).
Right now, any roadmap is vague at best. I have some near term goals and ideas I want to implement, but generally speaking, I’m building this game organically. Theres no big design document. When I wake up, I take a look at it, and try to get 1 or 2 tasks completed that will improve it.
I’m planning on releasing an update in time for Halloween, but not 100% sure what it will include. Theres just so many things to pick from. This might include:
Better melee combat - current system is pretty janky.
Start on mission/challenge system. Right now, game just drops you in some dark place, and things come at you. Intended design is a ramp up of the action, along with goals to achieve.
Improved VFX for spells and fire.
A new weapon or two.
A new enemy or two.
A new spell or two.
Pickable and droppable items / loot.
Linux build.
Gamepad controls.
The long term goal is to release this game commercially, and at some point, I may need to start a proper road map, and starting planning things out. But we’re not there yet, and I am going to keep chipping away as I see fit in these early days.
Anyways, hope its a little bit fun, even at this early stage.
-Tim