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Development Roadmap Sticky

A topic by Weirdfellows created Aug 02, 2025 Views: 517 Replies: 1
Viewing posts 1 to 2
Developer (18 edits) (+1)

Below are my plans for things to work on in the near future. This is all subject to change, and something being on the list isn't necessarily a *promise* that it will actually make it in the game, but everything below is, as of now, part of what I'd like the game to look like soon.

I've got more stuff I'd like to add and ideas to explore besides what's below, but they're further-out and even more subject to change as the game develops.


Spells and Abilities

  • Nature - Adding some classic plant/animal magic.
  • Celestial - Harness the overwhelming power of the sun.
  • I've got more Arcana types planned like Mind or Blood, but they'll be a bit more complex or niche and are further down the line.
  • Not spells per se, but adding special physical attacks you can learn in the Training Room.


Locations

  • Mansion ruins and varieties (vampire, haunted, etc.)
  • Museums owned by the College of Unnatural History, full of loot but heavily alarmed and lots of bystanders.
  • Champions of Peace fortresses containing lots of weapons, armor, and prisoners.
  • Mines - A good place to stock up on crystals, but don't delve too deep.
  • Non-vampire crypts - Perhaps inhabited by necromancers, liches, or an undead army.
    • Also make vampire crypts more interesting.
  • Town near the tower with friendly NPCs and stores.
  • Undercity Dwellers town and sewers (potentially connecting to other locations)
  • An arena where you can fight (or maybe even send your residents or animals to fight) for gold and glory.

Tower

  • More things to do with prisoners. Interrogate them, convert them to your side, captured animals need taming, etc.
  • Customize automatons and constructs.
  • Add the ability for residents to craft items.
  • Equipment crafting: create your own magic weapons and items.
  • Let residents who require repair either be able to repair themselves or be repaired by a job.
  • Better support for followers that aren't intelligent or alive. A necromancer should be able to have a tower full of zombies and ghosts!
  • Add things to your barrels of brewed alcohol, like poison or vampire blood.

Factions

  • Tower Raids: If a faction gets angry enough at you, they'll attack you directly.
  • New Factions (definite planned ones are listed, but there will be more than this as well)
    • Godslayer faction, enemy to cults and becomes your enemy if you start a cult.
    • Anti-wizard faction who buys magic items as an alternative to selling to the wizards.
    • The Church of Change, a cult focused on mutation.
    • Possibly split wizards and nobles into multiple subfactions?
  • Make the player's actions have more impact on a faction or the world. For example killing a bunch of their members or destroying their locations weakens them, and maybe eventually destroys the faction entirely. Other sample ideas:
    • Selling corrupted items to wizards results in more cursed items and corrupted wizards in normal towers.
    • Getting the Dorians too addicted to drugs causes some mansions to have less loot because they pawned it all off.
    • Convince the vampire servants to unionize and go on strike.
    • Take over one of the existing cults and become its leader.
  • Expand the vampires and their crypts to be more interesting.


Other

  • Player ancestries - I want these to bring unique abilities, rather than simple modifiers. Examples:
    • Vampire, harmed by the sun but can use powerful blood-based abilities
    • Goblin, eats magic items to gain power
  • Expand corruption system.
    • Dangerous upgrades: Powerful upgrades for spells that use Forbidden Knowledge, with a negative effect.
  • Events - Magical and mundane events that change what's going on at a location. From simple stuff like rain (or raining fire or blood!) to things like riots, demonic invasions, or magical catastrophes.
  • Selling too much of an item to a store/faction causes the price to go down.


UI/UX/QOL Improvements

  • More reference screens: Creature Types
  • Enabling the greyed-out Stats/Records page, displaying stats across games as well as information on wins and losses.
  • I should probably actually add sound to the game at some point.


Ongoing

  • More monsters, rooms, items, tower jobs, etc.
  • In particular, more higher-level monsters that show up later in the game and have more abilities rather than just increasing the stats of the monsters that are there.
  • More missions, including missions that have you traveling to specific locations.
  • More non-hostile interactions and options
Developer

Below are items that were completed from the roadmap.

New Arcana

  • Air - (Added in Preview 3)
  • Earth - Rounding out the four classical elements. (Added in Preview 9)

New Locations

  • Mansions - Full of valuables, but heavily guarded. (Added in Preview 4)
  • Ruined Towers - What happens when magical research gets out of hand. Corrupted wizards, hazards, more monsters, but higher chance of finding powerful cursed items. (Added in Preview 6)
  • Village Ruins (Added in Preview 12)
  • Quarantine Facility (Added in Preview 14)

Other

  • Player ancestries - I want these to bring unique abilities, rather than simple modifiers.

    • Mutant added in Preview 6
    • Brainiac added in Preview 13
  • Tower management - Repairing trashed rooms and turning them into rooms that give bonuses or offer additional downtime activities. (Initial implementation in Preview 5)

    • Tower Residents: Recruiting others to live in the tower permanently who can accompany you on adventures. (Added in Preview 7 and 8)
    • Tower Resident Jobs: Beneficial activities that tower residents can perform. (Added in Preview 7 and 8)
    • Customize resident spellcasters’ spells, rather than them upgrading randomly. (Added in Preview 14)
    • Building automatons and constructs. (Added in Preview 9)
  • Corruption system.

    • Mutations: Rather than just increasing modifiers, gaining corruption should give thematic mutations both harmful and helpful. (Added in Preview 6)
    • Additional sources of corruption, like cursed items or spells. (Added in Preview 6)
  • Spell levels above 3 - Giving players more powerful spells that they have to work for in-game rather than the current state of being able to start with the most powerful spells available. (Added in Preview 6)

  • “Suspicion” system, where stealing and breaking stuff while Authorized/Disguised causes suspicion to build up over time, eventually causing people to become hostile. (Added in Preview 10)

  • Random events causing prices to go up or down. (Random events affecting prices add in Preview 12)