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Astral Hearts

16
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A member registered Aug 18, 2025 · View creator page →

Creator of

Recent community posts

Thank you, we will wait!

Oh, thank you so much for such a warm review! We’ll do our very best. It makes us really happy that you enjoyed our game. We’re only at the very beginning of our journey, with many updates still ahead, and I truly hope the game will keep bringing you more and more joy!

Thank you for your feedback, I like how you structured everything! Yes, you’re absolutely right: right now it’s largely a proof-of-concept prototype! I really hope you’ll play our game in the future, when we add a significant part of the planned mechanics, and leave constructive feedback!

Thank you so much for playing our game! Your kind words are incredibly motivating! We’re currently working on a massive update, and we hope you’ll be sure to play it.

Give the player a weapon? That sounds fun :D. We’re thinking about adding a magic system with various hand-cast spells, lightning and fireballs—but that’s for future updates; it would be great. I’d also love to implement bombs that you can throw at enemies.

One of my main concerns was that the story events wouldn’t work. The most interesting events are still ahead, and it will also be interesting once the entire resource loop is up and running.

We’ll keep working hard on the upcoming update!

Thank you for such detailed feedback! Thank you for seeing the game’s potential! Yes, we’re practically at the very beginning of the journey, and we still have a lot to implement.

I like how you noticed many small details, this shows we’re moving in the right direction with the game. The audio’s technical aspects are very important; my friend will try to fix these issues for the next update.

Oh, you ran into a bug. The defeat state does exist, it has a nice animation but an unattractive temporary UI. I’m afraid the AI breaks on some waves; I’ll try to figure out what’s going on.

You pointed out so many different technical and game design details, this will help us a lot for the next update, and we’ll try to implement all the technical aspects.

The only thing I want to clarify is that we’re currently in alpha (this is a fairly rough prototype). We plan to discuss and develop the game side by side with the community, releasing updates over the course of a year or two. We mean something different by demo.

Thank you for your feedback! I really appreciate that you found some positives, even though I understand how early this version is.

The 2.5D idea is very cool, and I’ll still consider the possibility of implementing it, though I’m afraid it might require rewriting too many systems. To be honest, 2.5D isn’t the only solution: units aren’t really supposed to overlap and “stack.” We’ve prepared a set of systems that let units choose targets by strict priority, and the idea is that a regular unit shouldn’t be able to hold back a crowd-others will simply pass by. Only the Demon Knight tank can hold off a large number, but even his strength isn’t limitless (he’s already animated, and I hope to add him in a future update). For now, we’ve disabled priority targeting for stability, since it isn’t fully tuned yet.

By the way, we’re already working on a major update that will include base building and lots of new content. And a cool loot pickup system (I hope, hehe)!

As a pleasant game, it’s the best thing to get stuck after a day at work! Good luck with the development!

Thank you for your kind words, we are already working on new content.

Thank you!

Thank you for taking the time to play our game. We are already working on a big update, I hope you will like it.

Thank you for your feedback, I will definitely take it into account! I hope you liked it.

Thanks for taking the time to play the game! I’ll definitely fix the annoying things.

Thank you for the feedback! I’m really sorry to hear that your experience turned out to be disappointing. Could you let me know if you were playing on version 0.2? We’d also love to see a gameplay video if it becomes available.

As for the name, it’s a bit tricky. In my native language, there’s only one correct form without any variations. When translated, I’ve come across a few versions: Baphomet (which is the common English one and probably the most accurate), and Baphometh in a Latin context. In the game, it’s most likely just a typo, and I plan to fix the dialogues in the English version of the translation in the future.

Thank you so much for such detailed feedback! The idea with the map is excellent-I’ve actually thought about it myself a few times. Your point about the starting waves is also very well taken; it’s true that players should be able to jump into a battle as quickly as possible!

We’re already hard at work on a major new update. Our plans include adding a building system, and the introduction will likely change quite a bit as a result. We’re also working on loot drops from enemies. As you may have noticed, at the moment battles don’t really reward the player, which can leave things feeling a bit disappointing.

I truly hope you’ll give the upcoming update a try!

Hi guys, I’ve released an update for my game. It’s important for me to decide what’s most important to players.

Among other things, I’ve added some quality of life features, but I think it’s not enough. If you’re interested, I’ve written a list of changes here:

https://astral-hearts.itch.io/demons-revival/devlog/1022314/i-spent-a-week-making-the-game-more-enjoyable-for-you-to-play

Please try my game and write your feedback. I’d love to hear your opinion.

https://astral-hearts.itch.io/demons-revival

Thank you very much!

Ahhh this concept is just amazing! Please update the game soon, I’m really craving more expanded content. And of course the dragon animation too, but even now it already plays great!