Crownfall is a pixel-art medieval wave-defense incremental. You command a row of heroes on a stone wall. Goblins, chargers, archers, healers, witches, and crowned bosses pour out of the field on the right. Hold them off as long as you can — every death banks Research Points and Crowns that permanently upgrade your fortress.

You will die. A lot. Every run makes the next one stronger.


Latest Update — The Audit Patch: Every Line Reviewed, Two Dozen Fixes

No new content this time. Instead we sat down and read the entire game — all eleven thousand lines of it — and fixed everything that didn't survive the inspection. It turns out several systems you may have already paid Crowns for were quietly broken or only half-working. They work now. If anything below sounds like a bug you hit and couldn't explain: it was real, it wasn't you, and it's fixed.

The headliners

  • Shielded enemies — fixed for real this time. The shield rework promised that archer arrows chip shields down by their damage. A one-letter typo meant every arrow removed exactly 1 shield HP, no matter how upgraded your archer was. At wave 30 that's a ~260-arrow shield — the old pure-archer soft-lock wearing a disguise. Arrows now chip shields by their actual damage, as advertised.
  • Killing Field actually doubles your hazards now. The 8-Crown keystone placed its second set of hazards with the same random seed as the first, so every duplicate landed pixel-perfect on top of the original. Spikes and caltrops gained literally nothing. The second set now lands at its own positions, and spike rows tick on independent timers (which also makes Double Spike Row meaningfully stronger). If you own this keystone, you just got what you paid for.
  • Auto-Prestige works unattended now. It used to pop a confirmation dialog… while you were asleep. The entire point of the toggle, defeated by a button nobody was awake to click. It now prestiges with no dialog, and it also fires on AFK stall-restarts — previously only a wall breach could trigger it, which a sufficiently strong wall never produced.
  • Sell Hero works on this very page now. The sell confirmation used the browser's native dialog, which itch.io's sandboxed iframe silently blocks — so here, specifically, clicking Sell did nothing, with no error. It now uses the in-game dialog. If you ever concluded that button was decorative: it wasn't, it was broken, exactly where you were playing.
  • Your first run each session was fighting naked. Field hazards were only placed on run reset, never on page load — so every session's first run had zero spikes, caltrops, tar pits, braziers, or traps, and commanders idled until the first wave cleared. Boot now matches reset.
  • Main Menu actually freezes the game. Opening the title screen mid-run left the simulation running — unpausably — behind the opaque menu. You could come back from the kitchen to a dead wall. The simulation now stops cold whenever the title screen is up.

Fairness & balance

  • Cannoneers: missing is no longer optimal. A shell that whiffed and timer-detonated dealt full damage to everything in the blast, while a direct hit dealt full damage to one enemy and splash to the rest — deliberately whiffing was a damage buff. Timed detonations now mirror direct hits: the nearest enemy takes the full shell, everyone else takes splash.
  • Slows merge instead of overwriting. An ice-imbued arrow landing on a Frost Nova'd enemy used to shorten the 4-second slow to 2 seconds and could weaken it. All slow sources (imbues, Frost Nova, tar pits, caltrops, the wolf) now keep the longest duration and the strongest strength.
  • Old save backups no longer mint free RP. Importing a weeks-old backup credited the entire gap since that save's last session as “offline time” — repeatably. Funny as an exploit, but it also fired by accident on honest restores. Exports no longer carry the session timestamp, and imports stamp it fresh.
  • Auto-prestiged runs count. They now feed lifetime run and gold stats (Centurion progress) and the offline-RP rate like every other run.

Quality of life

  • Slot-panel buttons no longer vanish out from under your click when a kill refreshes the gold readout mid-press.
  • The commander's Min Gold Reserve box no longer drops keyboard focus after every digit you type.
  • Esc now closes every overlay (Prestige, Bestiary, and the Ancestry picker were missing from the chain) and properly cancels confirmation dialogs instead of just hiding them.
  • Pressing R on the Wall Breached screen cancels the AFK auto-retry countdown — the run no longer resets underneath your open research book.
  • Smite's impact happens in game time — it used to land its damage while the game was paused.
  • The damage upgrade button shows its real value (it said “+1” forever, even when granting +4.2), and the between-waves gold preview now includes your Royal Decree bonus.
  • The tutorial's “collect a coin” step actually spotlights the gold counter now.
  • Loose coins soft-cap at 120 — beyond that, the oldest coin's value merges into the newest. No gold is ever lost; the field just stops silting up on idle runs without Coin Magnet.
  • Hero fire rates floor at 0.05s so a fully-stacked double-Bard + Rally setup can't melt your frame rate; the music sequencer stops ticking while muted; the canvas sizes correctly if the page loads pinch-zoomed.

Previous update — Critical Save-Import Bug Fix  (click to expand)

If you ever tried to restore a save and watched it silently revert to a near-default state, this was the bug. Every save import was broken; the success message lied. Anyone moving a save between browsers or devices, or restoring from a backup, lost their progress without any error.

Please re-import any save you previously thought was lost — the file itself is still good; only the import path was broken.

What was happening

The import wrote the new save to localStorage correctly, then scheduled a 700ms reload. But during the reload navigation, the page's own exit handlers (pagehide / beforeunload / visibilitychange) fired and re-serialized the stale pre-import in-memory state straight back over the freshly-imported data. By the time the new page loaded, your import had already been overwritten with whatever was in memory when you clicked Overwrite.

The fix: a suppress flag the import path sets before writing. The exit handlers see it and become no-ops during the import → reload window. Imported data now survives the navigation intact.

Verified end-to-end

Tested with the original reported save — every field that was previously lost now imports correctly: RP and Crowns (current + lifetime), all purchased research nodes and repeatable-node stacks, best wave / kills / runs and all stats, all achievements, prestige depth + ancestry picks, every commander config, and every Settings toggle. Subsequent natural saves work normally — the suppress flag only applies during the brief import window.

Previous update — Onboarding, Shield Rework & Background-Tab Fix  (click to expand)
  • First commander is free — try the automation system without spending Crowns. Subsequent commanders ramp 3 / 5 / 7 / 9.
  • Coin Magnet moved to the root of the research tree (4 RP) — auto-pickup is unlockable from your very first run.
  • Shielded enemies reworked: shields got their own HP pool (~40% of max HP; ~30% on bosses). Archer arrows chip the shield down and pass through once it breaks; crossbows, cannons, and mage chains bypass it entirely. No more hard ricochet soft-locking pure-archer setups.
  • Background-tab fix — browsers throttle hidden tabs to ~1 frame/sec, so backgrounded runs crawled. Offline-progress RP is now credited when the tab becomes visible again, so alt-tabbing doesn't cost you progression.
Previous update — Full Overnight Automation  (click to expand)

The complete unattended-play stack. Manual play is unchanged unless you opt in.

  • Skill Loadout — equipped skills auto-restore into their slots on every new run.
  • Active-Skill Auto-Cast — per-slot A toggle. Smart targeting: Smite picks the highest-HP target (bosses weighted), Meteor and Stun Bomb scan for the densest cluster, Heal Wall fires below 60% HP under pressure, Rally and Frost Nova wait for a real crowd.
  • Auto-Buy Research (RP) — once per second, buys the cheapest affordable repeatable node. One-shot nodes always stay manual.
  • Auto-Spend Crowns — same scan for crown-cost repeatables, separate toggle.
  • Auto-Prestige — prestige automatically at a configurable banked-RP threshold, re-using your last ancestry picks. First prestige is always manual.
  • Auto-Dismiss Events, AFK Auto-Restart on wave stalls, and a Wall Breached auto-retry countdown round out the loop — the game can genuinely farm RP overnight.
Previous update — Late-Game Scaling Pass  (click to expand)

Every flat-number system now scales with wave (+10% per wave) so nothing you build becomes decorative at depth:

  • Field hazards — spike damage, tar pit DoT, brazier pulses, bear trap bites all wave-scale. CC durations (slows, roots, stuns) deliberately don't — they work regardless of enemy HP.
  • Cleric wall-healing and Bard Healing Chorus wave-scale, so passive sustain stays relevant against late-wave damage.
  • Active skills (Smite / Meteor / Heal Wall) wave-scale and multiply with the repeatable Arcane Mastery research (+20% per rank, 5 ranks).
  • One-shot event heals (Healing Tonic, Hermit's Blessing) scale too.
Previous update — Boss Rescaling, Skin Specialties, Soft-Lock Fix & Quality Pass  (click to expand)
  • Boss HP curve flattened — same growth as minions, higher base. Wave-10 intro boss: 785 → 296 HP (−62%); wave 50: −90%. Bosses stay ~10× tankier than same-wave minions but are no longer un-killable walls for fresh-prestige armies.
  • Ranged bosses lost their hidden 30% fire-rate buff — the wave-10 archer boss was a stealth DPS check that breached otherwise-healthy walls.
  • 12 hero skin specialties — every alt palette now grants a small thematic bonus (+25% element damage, +1 pierce, bigger splash, stronger bard aura…). Picking a skin is a build choice.
  • Damage upgrades re-tuned to +10% of the hero's base damage per level (min +1) so the upgrade path keeps pace with prestige-inflated bases.
  • Bigger tap hitboxes on big enemies — rams and event champions used to share a goblin-sized click target.
Older update — Wolf, Bards & QoL Polish  (click to expand)

Direct follow-up to community feedback from JohnSmith88's review thread. The war wolf feels alive, the bard has a real build path, range indicators read at a glance, and the most-played systems got six fixes.

The Hound, reborn

  • Walks now (2-frame trot cycle). HP doubled 60 → 120. Bards heal the wolf from anywhere on the wall at 2 HP/sec each.

Bard chapter expansion — four new nodes

  • Double Time, War March, Extended Refrain, Healing Chorus. Fully researched: +70% fire rate, +55% damage, +90 aura range, plus wall regen.

Other changes

  • Color-coded range indicators (one color per hero class, dotted for Bard auras).
  • Skills free to equip — cooldown-only gating.
  • Scholar's Mind exploit patched. Screen flash rate-limited. Bosses always spawn from the right edge. Merchant prices −40%.
Older update — Prestige Tree Expansion  (click to expand)

The prestige tree went from 10 bonuses to 20, with a full reshuffle of what the late game looks like. New lategame-scaling damage, new compounding shard returns, a roaming pixel-art war wolf, comeback mechanics, a node-preservation modal, and two bug fixes. No enemy nerfs — the wall stays real, but so does the door next to it.

10 new prestige bonuses

  • Empire's Reach (8 shards × 3) — +0.5% hero damage per wave cleared past 20 per stack. Maxed, your wave-50 army hits +45% harder than your wave-20 army.
  • Endless March (12 shards) — +1 bonus Crown Shard per lifetime prestige cycle. Later prestiges pay bigger than earlier ones.
  • Hunter's Mark (8 shards) — first hit on each enemy marks it; every hit after deals +15% damage.
  • Bank Vault (15 shards) — 25% of your unspent gold at run end carries to next run's starting purse.
  • Promotion (6 shards) — every prestige, one random hero type gains a permanent +10% damage stack. Uncapped lottery pull per prestige.
  • Skill Mastery (8 shards × 3) — -10% active skill cooldown per stack.
  • Phoenix Down (18 shards) — first wall-HP-zero each run revives the wall to 50% HP.
  • Dual Imbue (25 shards) — heroes can stack a second element on top of their primary. Both trigger on direct hits, splash, and mage chains.
  • The Hound (25 shards) — unlocks a feral war-wolf that roams the battlefield. Pixel-art wolf sprite with pointed ears, raised tail, glowing amber eye.
  • Ancestry (20 shards × 3) — on prestige, preserve 1/2/3 currently-owned research nodes across the wipe. Picker modal opens at prestige time.

Existing prestige bonuses buffed

  • Sharpened Edge now stacks up to 10 (was 5). Max damage bonus: +25% → +50%.
  • Crowned Legacy doubled: +1% per prior prestige per stack → +2%.
  • Shard formula rewards depthsqrt(totalRp/50) + floor(deepestWave/10). Pushing past your previous best pays extra shards per 10-wave milestone.

Discoverability fixes

  • Prestige Unlock toast — big gold ♚ PRESTIGE UNLOCKED popup on first cross of 500 lifetime RP.
  • Pulsing pause-button badge with gold glow + ♛ crown until you open prestige once.
  • Endless Zone milestone — clearing wave 50 pops a 👑 ENDLESS ZONE REACHED toast. Every wave from 50 onward banks 1.5× Research Points.
  • Prestige screen surfaces Promotions + depth bonus in the blurb so you see them at a glance.

Bug fixes from player reviews

  • Bard phantom tooltip fixed — no more "Unlock Bard Alchemy" message for a node that never existed.
  • Projectile hitbox scales with enemy size — ram bosses get a 9px hitbox (was 5px flat). Fixes fast-attacking heroes skimming past at certain angles.
Older update — Levels, Crits & Commander Polish  (click to expand)

A real progression layer for your heroes plus a top-to-bottom commander upgrade.

Hero progression

  • XP per kill, levels up to 99 with linear reward curve, crit chance scales with level (+1%/level up to 30%). Crits hit for 2× and inherit through splash + chains.
  • Hero panel shows Level, Crit %, live XP bar alongside DPS / Kills / Splash.
  • Bards stay at level 1 — no kills, no shots, aura is the value.

Combat clarity

  • Every hero hit shows a damage number. Crits in red (CRIT XX), cannon timer-detonates flash CRIT BLAST.
  • Splash and chain hits stay quiet — only primary hits show popups.

Bestiary upgrades

  • Moved to Pause menu. Boss section added (all 7 variants). Real in-game sprite portraits.

Commander upgrades

  • Auto-hire is free (but unique per hero type). BROKEN flag when manual placement mismatches commander class. Reliable auto-hire at low gold.

UX fixes

  • Wave-skip RP exploit plugged. Always Show Hero Ranges Settings toggle. Pause stays paused through sub-menus. DOM-based damage numbers at fixed CSS size.
Older update — Controls & Comfort Pass  (click to expand)

Hands-off when you want it

  • Game-speed toggle (1× / 2× / 3×). Hold-to-damage (Restless Hand research scales to 5.5 hits/sec). Swipe to collect coins.

Know what you're looking at

  • DPS & kill count on hero panel. Pulsing gold range arc. BOSS NEXT wave preview. Bestiary codex. Affordable research nodes pulse.

Accessibility + options

  • Music & SFX volume sliders. Reduced Motion toggle. Restart Tutorial button. Consistent pixel scrollbars.

Commander overhaul

  • Every setting opt-in. Default 50g reserve. Commanders persist across runs.

Combat fixes

  • Projectile lifespan scales with range. Cannons always splash. Mage damage 6 → 7.
Older update — Player Feedback Patch  (click to expand)

Better aim, better fights

  • Heroes lead their targets. Cannoneers always splash. Bosses register taps clearly. Ranged enemies stay on-screen.

Less grind, faster onboarding

  • 3 hero slots open from run 1 (was 1). First skill slot visible from run 1. First skill is 5 RP + 15g (was 12 RP + 25g). +25% RP per wave. Enemy HP nudged down.

New content

  • Battering Ram + SIEGE event wave. Sentry Marksmen research (wall auto-tap). 5th skill slot. Double-click WAVE to skip. Wave gold held until last enemy dies.

Bugs squashed

  • Browser zoom no longer teleports enemies. Tutorial coachmarks don't cover buttons. Save auto-flushes on tab close. Wipe Everything is a true factory reset.

Features

  • 6 hero classes — Archer, Crossbow, Cannoneer, Mage, Cleric, Bard. Each with its own pool of weapon imbuements (Fire, Ice, Poison, Bleed, Knockback, Stun, Holy, Hex…).
  • 12 hero skin specialties — alt palette swaps each grant a small thematic bonus. Picking a skin becomes a build choice, not just a color choice.
  • Deep Bard support path — 7 research nodes scaling aura strength, damage buff, range, and passive wall regen.
  • Hero leveling & crits — XP per kill, 0% → 30% crit chance scaling, 2× damage inherited through splash + chains.
  • 7 enemy archetypes including the Battering Ram, plus 7 boss variants every 10th wave. Shielded enemies' shields have their own HP pool — archer arrows chip them down by their full damage until broken; crossbows / cannons / mages bypass entirely.
  • 6 active skills — Smite, Meteor, Heal Wall, Rally, Frost Nova, Stun Bomb. Free to equip, cooldown-gated only. Damage / heal scales with wave + repeatable Arcane Mastery research. Per-slot auto-cast toggle for AFK play.
  • 5 field hazards — Wooden Spikes, Caltrops, Tar Pits, Watchfire Braziers, Bear Traps. Damage scales with wave so they stay relevant in late game; the Killing Field keystone genuinely doubles the whole array.
  • Special event waves — Blood Moon, Night of the Restless, Goblin Horde, Champion's Challenge, Plague Wave, Siege Engines.
  • Color-coded range indicators — every hero class draws a distinct-colored range ring; bards show their buff aura too.
  • Research Book with 12 chapters and 100+ nodes. Quality-of-life unlocks (Coin Magnet auto-pickup, Quick Hands, Restless Hand) all branch directly from root so they're available on the first run.
  • 20-bonus Prestige tree — lategame damage scaling, a walking pixel-art war wolf (120 HP, bard-healable), dual elemental imbues, wall-revive safety nets, node preservation across wipes.
  • Endless Zone — clear wave 50 for a permanent 1.5× RP multiplier.
  • Daily Challenge — same seed for every player on a given day.
  • Commander automation — per-slot Auto-Hire / Auto-Upgrade / Auto-Imbue / Auto-Skin. First commander is free; subsequent commanders cost 3 / 5 / 7 / 9 Crowns. Round-robin gold distribution. Wall auto-tap via research.
  • Full overnight automation — Skill Loadout (slots auto-restore), Active-Skill Auto-Cast (per-slot toggle, smart targeting), Auto-Buy Research (RP), Auto-Spend Crowns, Auto-Prestige (now genuinely hands-free), Auto-Dismiss Events, AFK Auto-Restart, Wall Breached auto-retry, Offline-progress RP (also credits on tab-return). Manual play unchanged unless you opt in.
  • Sell Hero + Priority Targeting — 50% refund on any filled slot, plus per-hero target priority (Closest / To Wall / Low HP / High HP / Tanks).
  • 15 achievements + a Hall of Records stats page.
  • Bestiary — every enemy and boss from the Pause menu.
  • Save export/import — back up your progress to a single text code or one-click downloaded file.
  • Mobile-friendly — works in landscape on phones; built-in fullscreen button.

Controls

  • Click — hire heroes, buy upgrades, collect coins, tap enemies
  • Hold on an enemy — keep damaging it while pressed
  • Swipe over coins — auto-collect
  • Double-click WAVE block — skip to the next wave
  • 1–5 — cast skill in slot N
  • × on a skill slot — clear that slot (also clears loadout memory)
  • A on a skill slot — toggle auto-cast for that skill
  • Q — end run, bank Research Points
  • R — open research book
  • Space — pause/resume
  • M — mute sound
  • Esc — close the topmost menu / cancel an armed skill

Tech notes

Single self-contained index.html. No installs, no accounts, no analytics. Runs offline once loaded. Progress is saved in your browser's localStorage — clearing site data wipes your save. Use the in-game Settings → Export Save to back it up.


Made with Canvas, coffee, and a deep love of crunchy pixel art.

Comments

Log in with itch.io to leave a comment.

(+1)

Game is very fun, but also very grindy.  Would like to automate events (maybe after 5-10 second timer or toggle defaults from a menu, maybe unlock this after first prestige?  Even just a simple skip event toggle would work too).  Automating runs would be great too (I love overnighting idle/incremental games).  

Damage upgrade does not scale well, especially noticeable on higher waves (+10% more damage multiplier instead of +1 damage would be nice).   Knockback on cannons is overpowered, especially on bosses.  Pushing to more than 6 prestige points on the first run is very hard with the wrong setup.  Might be an end-game balance issue.  I soft locked on wave 41 and ended up in a stale-mate because of the wrong setup (pretty much all crowd control and not enough damage).  Sell hero button would be great for a partial refund incase I want to change my setup during a long run.

Priority targeting would be great (i.e. close, high hp, low hp, etc.).  Better automated upgrades would be nice (it seems to dump all my gold into the top hero and mostly ignore the other ones.  It also seems to spend most gold on damage even though speed is a top priority).

Hey rofltastic, thanks for the really detailed writeup. Honestly this list hit almost every sharp edge I'd been circling. Just pushed a patch that directly addresses every point.

Automation for overnighters

  • Auto-Dismiss Events (Settings, 5 / 15 / 30 / 60s). Dismisses the popup with no pick, no reward, no penalty. Click any option to cancel and resolve normally.
  • AFK Auto-Restart. If a wave stays active longer than 1 / 2 / 5 / 10 min, the run auto-ends, banks your RP, and starts fresh with your commander setup. No cap on frequency.
  • Offline progress. Closed-browser time now grants RP based on your last run's RP-per-minute pace. Welcome-back toast on return.
  • Wall Breached auto-retry. When AFK Auto-Restart is on, the gameover screen shows a 10s countdown and auto-restarts, so a breach doesn't stop the overnight loop either.

The wave-41 soft-lock story

  • Damage upgrades are +2% of base per level now (was flat +1). Late waves finally scale properly.
  • Bosses are fully immune to knockback. Cannon "concussive" and crossbow "heavy" builds can't shove bosses back faster than they advance. That was your stalemate path.
  • Sell Hero button. Every filled slot gets a 50% refund button with a confirm dialog. Mid-run pivots are real.
  • Priority targeting. Per-hero chip row: Closest / To Wall / Low HP / High HP / Tanks. CC-heavy builds can now explicitly focus bosses.

Commander auto-upgrade (the real fix)

  • You weren't imagining the damage-dumping. There was a literal typo on the progress-reset path that silently fell commanders back to dmg-first even when you'd set speed priority. Fixed.
  • Also rewrote the distribution: commanders now round-robin one upgrade each per cycle instead of slot 0 draining the treasury before anyone else gets a turn. Matched presets end with identical level counts.

Thanks again. Detailed feedback like this is the most useful thing a player can give a dev. Let me know if anything still feels off after the patch, especially how AFK Auto-Restart plays overnight for you.

(+1)

The archers' damage got way worse.  Instead of 4 => 5 => 6 damage now they do 4 => 4.1 => 4.2.

(1 edit)

Good catch, that was a bug. My last patch switched damage upgrades from flat +1 to "+2% of the hero's base damage" per level, meant to scale better at late waves. For the archer (base 4) that's only +0.08 per level. Effectively a nerf at every level for every hero in the game. Definitely not what I wanted.

Just pushed a fix. New formula is +1 OR +10% of base, whichever is larger:

  • Archer (base 4) gets +1 per level, same as the old chunky 4 → 5 → 6.
  • Cannoneer / Crossbow (base 10) also land on +1 per level at current stats.
  • Once prestige multipliers inflate the base (Sharpened Edge, Promotion stacks, class bonuses), the 10% kicks in and upgrades keep scaling. A 3x-dmgMul cannoneer gets +3 per level.

So the floor is the chunky feel you remember, the ceiling actually scales into late waves. Thanks for flagging it quickly, sorry for the break.

(1 edit) (+1)

Played for a few more hours and prestiged. Some more thoughts:

Monsters spawn offscreen at top and bottom it's kind of annoying. Sometimes you can get unlucky and a boss  will spawn almost directly next to your wall.

Events are boring also merchants should probably be free. Every time I get a merchant event I have no gold because of my commander.  Or maybe some kind of upgrade to automate them?

The screen flash on taking damage happens way too often. The later waves you will have a hundred monsters attacking your wall at one time and the flashes are crazy annoying to look at.

The prestige for Scholar's mind is absolutely broken and unfun. You kill one monster and reset for 4 rp. Honestly prestiging in general should be more powerful. It's a grind to get to the later waves for little to no power. 

Also maybe skills shouldn't cost gold I don't know.

Overall it's a fun game though. I think the prestige is just too grindy and redoing everything is not very fun a second time.

(+1)

Another round of changes just went live, driven almost entirely by this comment. Thank you — genuinely.

Monster spawn locations — fixed. Bosses now always spawn from the far right edge (no more materializing inches from the wall via an unlucky top/bottom roll). Minion top/bottom spawns also pushed deeper into the field with a minimum 90px distance from the wall. Even surprise-angle spawns give you a beat to react.

Merchants too expensive — prices cut ~40%: Healing Tonic 40g→25g, Sharpening Stone 75g→45g, Lucky Charm 60g→40g. Affordable even on a commander-drained purse. "Automate events" is a good idea I'm still sitting on — might ship as a prestige bonus down the line.

Screen flash spam during swarms — was a real bug. 100+ enemies whaling on the wall every frame kept re-triggering the flash before the previous one faded, locking it into a solid red strobe. Now rate-limited: only re-fires when the previous is nearly gone. Still impactful on first hits, no longer strobing.

Scholar's Mind exploit — 100% broken, you nailed it. Kill one goblin, reset, claim +5 RP, repeat. Fixed: the flat prestige RP bonus now requires at least 1 cleared wave OR 20 kills before it unlocks. Legit runs still get it; kill-and-reset returns zero.

Skills costing gold — agreed. Pulled the one-time equip fee entirely. Skills are now free to equip and free to cast, cooldown-gated only. Research unlocks them once, then swap between slots as your build needs.

Prestige grindy / redoing not fun — Ancestry (new prestige bonus) exists specifically for this: preserve 1/2/3 of your favorite research nodes across the wipe so you don't re-climb the same ladder every time. Still tuning baseline shard yields.

Bonus rounds of polish you'll also notice:

  • The war wolf now walks with a proper leg animation (was ghost-gliding before), has double HP (60 → 120), and bards heal it from anywhere on the wall for 2 HP/sec each.
  • Range indicators are color-coded per hero class now — archer rings are reddish-brown, crossbow purple, mage green, cleric gold, bard pink. Overlapping rings are finally distinguishable. Bards also show their aura ring (was invisible before).
  • Bard chapter got four new research nodes (Double Time, War March, Extended Refrain, Healing Chorus) — strength, range, and wall regen. Fully-researched bard grants +70% fire rate, +55% damage, +90 aura range, plus wall HP regen.

New patch is live on itch. Keep the feedback coming — this is how the game gets sharper.

(+1)

Commenting here instead of replying to my thread below. 

MASSIVE shoutout to Westicles for incorporating our feedback so quickly, and so well on top of it. 

This feels like a completely different game right now (for the better):

  1. The units finally do their job
  2. The scaling works great
  3. The autoclicker definitely helps although when you reach lvl 30+, it's no longer necessary
  4. Everything seems to work together great now

I can only say great work here! 

What I can still offer as a constructive criticism: 

  • The bard has a tooltip over him saying you need to research Bard Academy and there is no bard academy as far as I can see
  • On lvl 40-> lvl 50, the damage output of the units is simply insufficient to progress. I tried with only mages, I tried with crossbows (as they do %health dmg) but still seems I can't push through lvl 50. Not sure what's the solution there.
  • The targeting, although infinitely better than before, still lacks when you upgrade the speed sufficiently. I found some units have certain angles where they constantly miss (not a huge issue but still, worth mentioning)

Will continue trying to beat the game to see if I can but at this point I'm not sure it's possible (is there a final round to beat?) 

Again, outstanding work including all of our feedback! 

(+1)

I JUST REALIZED YOU HAVE A PRESTIGE SYSTEM IN PLACE. 
Jesus Christ, great work!

I completely missed the menu it seems.

Ha! You're not alone — that discovery happening hours in was exactly the feedback we needed. Your comment was actually the push for a full discoverability pass that just shipped:

  • First time you cross 500 lifetime RP, a big gold toast fires telling you prestige is available and pointing you at the Pause menu.
  • A pulsing crown badge sits on the Pause button until you open the prestige screen for the first time.
  • Clearing wave 50 now pops an "ENDLESS ZONE REACHED" notice and everything banks 1.5× RP from there on, so pushing deep actually pays.

Also doubled down on prestige instead of nerfing enemies (per your wall-at-50 feedback) — the tree went from 10 → 20 bonuses, including things like:

  • Empire's Reach (+0.5% damage per wave past 20, scales with run depth)
  • A roaming pixel-art war wolf that bites and slows enemies on the field
  • Dual Imbue (stack two elements on one hero)
  • Phoenix Down (first wall-breach = 50% HP revive)
  • Ancestry (preserve research nodes across the prestige wipe)

Plus the Bard phantom "Alchemy" tooltip is squashed and the projectile hitbox scales with enemy size now — those were both direct from your comment thread.

Genuinely appreciate you sticking with it long enough to find the prestige system. Enjoy the new tree! 🐺

(2 edits) (+1)

I don't understand the commander. It just wastes all of my gold on one hero. 

Edit: it seems fine after you get mages/cannoneers and only need one carry.

Also I think the projectiles are being deleted too fast. Even if my mage has high enough range it will shoot a projectile towards monster and it will be deleted before hitting the target.

Hey, thanks for sticking with it long enough to flag both of these — they were real and they're both fixed now.

The commander problem was the design itself. Every setting used to be on by default, including auto-upgrade, which is exactly what was vacuuming up your gold into one hero. Total rebuild this update:

  • Every setting (Auto-Hire / Auto-Upgrade / Auto-Imbue / Auto-Skin) now defaults to Off — the commander does nothing until you explicitly turn something on.
  • Auto-hire is now free of gold but each hero type can only be auto-hired once across your wall, so a fleet of commanders can't all spawn archers.
  • Default 50g reserve so even when auto-upgrade is on, it never drains the treasury below your spending money.
  • New BROKEN flag — if you manually drop a hero into a slot whose commander expected something else, the commander pauses its automation (with a pulsing red "Commander ⚠ BROKEN" warning on the hero panel) instead of dumping gold into the wrong hero. Resets when the run resets.

Projectile lifespan was a hardcoded 1.8s, which was way too short once you upgraded mage range. Now it scales with range / projSpeed with a 50% margin (capped 2s–5s). Long-range mage bolts make it to the target.

Both shipped in the latest build. Give it another shot if you've got the time — appreciate the feedback either way.

(+1)

Awesome. This game is fun and it definitely has potential :)

(+1)

I played for a few hours while ignoring the less optimized gameplay, as others mentioned here, but I have another big big issue: I had to restart my computer and the save was lost completely. 

With the amount of grind there is right now, I'm not touching the game until a future update addresses some of the points. 

The artwork is very nice (for me), the gameplay is good too, but definitely needs a lot more work on rebalancing. 

I only reached the progress that I reached through auto-clicking, otherwise my units are simply useless (tried the mage, tried the crossbowmen, tried the archers... all equally bad even with upgrades).

Looking forward to the future :D

(1 edit)

Thanks for the detailed write-up — you flagged four real problems and they all got addressed in subsequent updates.

Save loss on restart. Added visibilitychange / pagehide / beforeunload flush handlers so progress writes to localStorage on tab close, page hide, or browser shutdown — not just at run end. Also added a one-time Save Backup nudge that fires after 3 runs pointing you at Settings → Export Save, which copies your full save to a paste-anywhere code. That's the real safety net — browser storage can still get evicted under disk pressure or by clearing site data, and only an export survives that.

Grind. RP yield up +25% per wave, you now start with 3 hero slots open (was 1) so you build a real team from run 1, first skill is way cheaper (5 RP + 15g to equip Smite, was 12 RP + 25g), and the skill bar is visible from your very first wave so you know skills exist. Plus a 1× / 2× / 3× game speed toggle in the top-left to chew through the slower stretches.

Units useless even with upgrades. Root cause: heroes were firing at where enemies were, not where they'd be. Arrows landed behind moving chargers basically every time. Fixed with full intercept-quadratic target leading on every projectile-firing class (archer, mage, crossbow, cleric). On top of that:

  • Cannons now always splash — shells detonate on a timer at the predicted impact point, so even if the target dodges the splash still lands.
  • Projectile lifespan now scales with range so upgraded mage / cleric / crossbow bolts don't vanish mid-flight.
  • Mage / Crossbow / Cannoneer / Cleric base damage all nudged up.
  • New: Hero leveling + crits — every hero earns XP from kills, levels up, and gains crit chance scaling 0% → 30%. Crits hit 2× and inherit through splash/chains.

Auto-clicking. This is now a first-class feature, no external tools needed:

  • Hold-to-damage — press and hold your finger / mouse on an enemy to chain-tap them.
  • New Restless Hand research node (Command chapter, 4 stacks) scales the hold-tap rate up to ~5.5 hits per second.
  • Sentry Marksmen research auto-taps the closest enemy automatically while you focus on upgrades.

Bestiary, hero panel DPS / KILLS / LVL / Crit% display, range indicators, and a real commander rebuild also shipped. If the artwork pulled you in originally it might be worth another shot — appreciate either way.

(+2)

So this totally looks like it could be a good game but unfortunately the dev took great length to make it not be one. There are obvious bugs like you can not finish the tutorial because the UI elements overlap each other and the things that you need to click. Or enemies that can be outside the screen damaging your wall without you being able to do anything about it. 

The slow progression is extremely annoying. As is the bad aim of the "heroes". If you save up to get another hero like the cannoneer, thinking that the splash damage might at least offset the bad aim, you will get even more disappointed because their aim is even worse, rendering them almost worthless. 

The game forces you to constantly click on the enemies and there seems to be no way to automate around that. That clicking gets tiresome soon. Then you do not really have time to manage the updates of your heroes taking all the fun out of a potential micro-management. 

Too bad, this looked like it might be fun.

(1 edit)

Honest feedback like this is what actually moves a game forward — every single thing you flagged was real, and they're all fixed in the current build.

Tutorial UI overlap. The coachmark placement code used to fall back to "below the anchor" and clamp into viewport, which sometimes pulled the explanation box ON TOP of the very button you needed to click. Rewrote it: now it tries 8 candidate spots (4 sides + 4 corners), each clamped to viewport AND rejected if it would overlap the anchor rect. Worst case it lands in an opposite corner — it can never sit on the target.

Enemies attacking from off-screen. Archer enemies used to park at their stop distance which on narrow phone screens (and for boss archers) could be past the visible edge. arriveX is now capped at W - 18 so any ranged enemy that's shooting at the wall is guaranteed to be on-screen and tappable.

Bad aim — the big one. Heroes were firing where enemies were, not where they'd be. Arrows landed behind moving chargers basically every shot. Fixed with full intercept-quadratic target leading on every projectile-firing class (archer, mage, crossbow, cleric). On top of that:

  • Long-range bolts no longer vanish mid-flight — projectile lifespan now scales with range / projSpeed.
  • New hero leveling system — kills grant XP, levels grant crit chance scaling 0% → 30% (crits hit for 2× and inherit through splash + chains).

Cannoneer "even worse." You called this exactly right — slow shells + moving targets = the splash never fired. Now cannon shells detonate on a timer at the predicted impact point. Even if the target dodges or dies before the shell arrives, the splash still lands and damages whatever's nearby.

Constant clicking with no automation. Three new features, all built-in, no external tools:

  • Hold-to-damage — keep your finger / mouse pressed on an enemy to chain-tap them.
  • Restless Hand research (Command chapter, 4 stacks) scales the hold-tap rate up to ~5.5 hits per second.
  • Sentry Marksmen research unlocks wall auto-tap so the guards chip at the closest enemy automatically while you focus on upgrades.

No time to manage upgrades. Same root cause — once auto-tap and hold-tap exist, your hands are free for actual decisions. Plus a 1× / 2× / 3× game speed toggle in the top-left to chew through the slow stretches.

Slow progression. RP yield is up +25% per wave, you start with 3 hero slots open (was 1), first skill is way cheaper (5 RP + 15g vs the old 12 RP + 25g), and the skill bar is visible from your very first wave so you actually know skills exist.

The artwork still pulled you in. If you've got it in you to give it another shot, the rough edges you hit are gone. Either way — appreciate the receipts.

(+1)

Suuuuper grindy. Some bosses are immune to clicks with no explanation.  Archer aiming and arrow speed makes no sense with the enemy speed. Enemies spawn off screen. Archer enemies can stay entirely off screen while damaging you.

The skill menu covers part of the screen, hiding enemies.

Huge oversight is zooming in and out the page, allowing you to move enemies around.

Spent an hour. Can't even afford to buy the first skill. Trainwreck of a game. Needs time in the oven, its so raw its pink on the outside.

The overall polish is fine, but with the balance its unplayable. I love that theres a hundred of upgrades but if the archers keep missing whats the point.

(1 edit)

Brutal but every single point was real and they're all fixed in the current build. Receipts:

"Bosses are immune to clicks with no explanation." They weren't immune — your taps were just landing invisibly against a huge HP pool with a hitbox sized for goblins. Boss tap radius now scales with sizeMul (a 2.55× ram had the same 9-pixel hitbox as a normal goblin), and every tap spawns a floating damage number so you can SEE it landing.

"Archer aiming and arrow speed makes no sense." This was the worst bug in the game. Heroes were firing at where enemies were, not where they'd be — arrows landed behind moving chargers basically every shot. Fixed with full intercept-quadratic target leading on every projectile-firing class. On top of that, projectile lifespan now scales with range / projSpeed so long-range bolts don't vanish mid-flight, and there's a new hero leveling system with crit chance scaling 0% → 30% per level.

"Enemies spawn off screen / Archer enemies stay entirely off screen damaging you." Ranged enemies' stop position is now capped at W - 18 so any archer goblin that's actively shooting the wall is guaranteed to be on-screen and tappable.

"The skill menu covers part of the screen." Shrunk #skill-panel (narrower min/max width, tighter padding, smaller font) plus a mobile-landscape override that goes smaller still. The battlefield stays visible.

"Browser zoom moves enemies around." This was a real bug — resize() re-derived canvas W/H from innerWidth on every zoom tick, which visibly shifted the simulation. The handler now short-circuits when visualViewport.scale !== 1, so Ctrl-+/− is a no-op for game state.

"Super grindy / spent an hour, can't afford the first skill." RP yield is up +25% per wave, you now start with 3 hero slots open (was 1) so you can field a real team from run 1, the first skill is way cheaper (5 RP + 15g for Smite, was 12 RP + 25g), and the skill bar is visible from your very first wave so it doesn't take 2-3 runs to even discover skills exist. Plus a 1× / 2× / 3× game speed toggle in the top-left.

"100 upgrades but the archers keep missing what's the point." This was the heart of it. Lead-targeting fix means archers actually hit moving things now. Affordable research nodes pulse gold so you know what you can buy at a glance. And there's a new Bestiary in the Pause menu that explains every enemy + boss including the Goblin King, Bull Champion, Iron Vanguard, Master Archer, High Priest, Coven Matron, and Siege Lord boss variants.

Polish was the part you said was already fine. The balance and bugs you called out are the ones we burned through this update. If you've got the time to take another run at it, the rough edges you hit are gone. Either way — your write-up was concrete enough to actually act on, so thank you.