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tearevo

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A member registered 89 days ago

Creator of

Recent community posts

A new unit Fighter has been added. A nasty one. It no longer targets only collectors and now actively attacks all player defense buildings. This makes Challenge Mode significantly more aggressive and punishing for sloppy builds.

The main menu UI has been fully redesigned. Cleaner layout, faster navigation, no visual noise. You instantly understand where you are and what you can do.

Waves 11 and 12 have been added to late game levels. Runs are longer, pressure ramps up harder, and mistakes start to compound instead of being forgiven.

Drone optimization completed. Previously, in Challenge Mode, drones heavily loaded the CPU due to tail particles. Particles are gone. Replaced with simple sprite animations. Visuals remain solid, performance is much better.

Bonuses have been rebalanced. Tweaked back and forth. Obvious imbalances corrected, broken synergies toned down.

Hi! The game will be available on Steam. It's currently under development.

Thank you!

(1 edit)

Hi friends, Tearevo here.

I’m happy to present my first personal project: HEXSTORM: Tears of Arcadia. 

 There are no perfect builds, no fixed paths, and no correct solutions. One broken energy node can shut down half of your defence, and enemies attack from all directions, actively breaking your setups.

I’ve spent 15 years in game development working as an art director, concept artist, and video maker. All that time I was building other people’s projects. This time, it’s mine.

This is a tower defense game with roguelike elements and classic RTS features.

Every battle is unique through roguelike structure No strategy works twice. Decisions must be made on the fly.

Tower defence in motion The battlefield is not static. The ship is constantly moving. Your defence lives and adapts while in motion.

Celestial aesthetic Levels inspired by classic RTS games, hand-painted with obsessive attention to detail.