You don’t control the hero.
You control his fate.

This is a reverse survivor game: the hero walks forward on his own, fights automatically, and tries to reach the castle at the end of the path.
Your role is stranger, and far more dangerous.

You spawn enemies along his journey.

Not to stop him.
To make him strong enough.

Every monster you place is a gamble:

  • too few, and the hero reaches the castle weak and unprepared

  • too many, and he dies right there in the fields

Your only real power is timing, pacing, and enemy choice.

Core idea

Instead of surviving endless waves, you build them.
Instead of dodging danger, you decide how much danger is acceptable.

The goal is simple:

Help the hero reach the castle with as much experience as possible.

The execution is not.

How it works

  • The hero moves forward automatically and fights on his own

  • You spawn enemies along the path to let him farm experience

  • Stronger or more dangerous enemies increase the pressure

  • Support elements can slow things down or give him breathing room

  • Each decision affects how prepared he will be for the final encounter

You are not the hero.
You are the unseen hand making his journey survivable.

Or not.

Current state

This is an early prototype.

  • Core loop is playable

  • Systems are still evolving

  • Balance is rough by design

Feedback is not just welcome, it is needed.

What this is (and isn’t)

  • This is not a bullet hell

  • This is not a classic Vampire Survivors clone

  • This is an experiment in indirect control and pacing

  • This is a work in progress

The final version is planned to be expanded and released elsewhere.
This build exists to test ideas, not to pretend it’s finished.

Published 1 day ago
StatusReleased
PlatformsHTML5
AuthorFishoJr
GenreStrategy
Made withGodot
TagsPixel Art, Roguelike, Survivor-like