First Project In Development

WHERE STRATEGY MEETS
MYTHIC CALAMITY

An intense roguelite Tower Defense game. Harness 7 distinct tower families with 28 different tower variations, outsmart unpredictable enemy card buffs every wave, and conquer multi-phase boss titans.

7 Tower Families
28 Unique Evolutions
Wave Cards Dynamic Enemy Mutators
3 Unique Abilities per Boss
MetaProgression Unique skill tree to unlock Towers and buffs
Tactical Gameplay Loop

The Game Adapts. Will You?

No two runs play out alike. Every wave reshapes the battlefield, forcing you to adjust your defensive synergies against evolving monster hordes.

Key Mechanic
πŸƒ

Enemy Wave Mutation Cards

At the dawn of every wave, the horde draws from a randomized pool of combat mutations. Enemies might gain buffs to stats, immunities, or altered movement. You must pivot your tower placements before the breach occurs.

Ironhide Ward
Enemy Mutator πŸ›‘οΈ
Ironhide Ward

Grants monsters a reinforced outer shell that increases Armor.

Fire Immunity
Enemy Mutator πŸ”₯
Fire Immunity

Renders enemies completely impervious to fire damage and ignite effects.

Flying Movement
Enemy Mutator πŸͺ½
Flying Movement

Units take flight to completely bypass ground traps, slowing bogs, and terrain barriers directly towards your core.

Key Mechanic
πŸƒ

Selection Cards

Every 10 waves you are presented with a choice of 3 families of cards. Instant cards that give you a one-time exchange. Temporary cards that will last until next selection. Permanent cards will last until the end of the run.

Blood Money
Instant Exchange 🩸
Blood Money

Sacrifice 5 player core lives immediately in exchange for a sudden injection of 500 Gold.

Headhunter
Temporary (10 Waves) 🎯
Headhunter

Bosses take +30% extra damage from all towers, but standard monster units take 30% less damage.

Twin Calamity
Permanent Run Relic ⚑
Twin Calamity

Boss waves spawn duplicate twin bosses simultaneously, but double all mythic essence.

Progression
πŸ›οΈ

Deep Meta-Progression

Each run fuels your mastery. Harvest ancient mythic essence to unlock permanent tower specializations, persistent passive perks, and alternate starting archetypes through our non-linear talent tree.

  • Permanent tree unlocks
  • Upgrade towers and abilities
  • Unlock new towers
  • High replayability build freedom
Threat Matrix
πŸ‘Ύ

Intelligent Enemy Abilities

These aren’t passive bullet sponges. High-tier adversaries trigger proactive countermeasures: Special Enemies buff other enemies and bosses have unique abilities that disable nearby towers, bypass perimeter defenses, and split upon defeat.

  • Support units
  • Elemental resistance shifts
  • Each of 10 Bosses have unique Abilities
  • Towers have priority target settings
Arsenal of the Ancients

7 Tower Families. 28 Evolutions.

Explore every tower branch below. Select a family and evolution tier to inspect tower combat telemetry, tactical roles, and in-engine attack footage.

EVOLUTION TIER
🏹 Kinetic

Rapid Shot

Physical Damage

Fires rapid crystal projectiles at ground and flying enemies for low physical damage.

KEY COMBAT TRAIT ⚑ Fast Attacks (Ground & Flying)
SINGLE TARGET DPS 40%
AOE DPS 15%
EFFECTIVE RANGE 55%
FIRE RATE 100%
CROWD CONTROL & UTILITY 10%
The Team

Built With Passion

No corporate suits. No committee meetings. Just three lifelong gamers obsessed with strategic depth, punishing difficulty, and complex mechanics.

Founder #1

Kostas "DiTH"

Game Design & Programming
Favorite Game: Planescape: Torment

Loved that it was deeply philosophical, the narrative was choice-driven and ahead of its time. Also it was an unforgettable dark-fantasy world with rich lore and memorable characters.

Why I Make Games:

"To create games i want to play and to keep getting better at game design."

Founder #2

Nick "Karanike"

Game Design & Programming & UI/UX
Favorite Game: Deus Ex: Human Revolution

I loved the fact that it throws you into a world of augmentations, conspiracy, and moral gray areas… even though "I never asked for this."

Why I Make Games:

"To create new worlds and give people experiences they’ll never forget."

Founder #3

Giorgos "Ascalaroth"

Art
Favorite Game: Gothic

What makes Gothic special to me is its pure immersion: a living, believable world, unguided exploration, unpredictable quests, and meaningful choices that shape your relationships.

Why I Make Games:

"To create worlds and experiences that stay with players long after they have closed the game."

Studio Dispatch

Developer Updates

Transparent notes from behind the keyboard as we build our first title.