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Steam News18 November 20257mo ago

A Year of Silence: Here’s What I’ve Been Building

It’s been almost a full year since my last update — because I’ve been solo-developing non-stop and barely had any time to post anything. So here’s a proper breakdown of what I’ve been building behind the scenes.

In this update10

Full notes

Full Flow Of War update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions17 changes0 removals
  • Events
  • Maps
  • Gameplay
changedA Highly Replayable, High-Challenge Randomized Defense ModeI decided to focus heavily on Defense Mode because it’s the most familiar and instantly enjoyable for most players.
changedA Highly Replayable, High-Challenge Randomized Defense ModeMelee PvP wasn’t fun during testing, and the PvP scope was simply too massive for a solo developer like me.
changedA Highly Replayable, High-Challenge Randomized Defense ModeCustom modes are easy to prototype , but making them truly fun, replayable, and meaningful would drastically increase the scope.
changedA Highly Replayable, High-Challenge Randomized Defense ModeSo Defense Mode became my core — tight, refined, and focused.
changedBuilding a StarCraft 2 + Warcraft 3 Inspired CampaignEach mission is unique , SC2-style — focusing on specific units, buildings, terrain, or mechanics.
changedBuilding a StarCraft 2 + Warcraft 3 Inspired CampaignPixel-art maps are built with a Command & Conquer–like visual style .

Flow Of War changes

changedI decided to focus heavily on Defense Mode because it’s the most familiar and instantly enjoyable for most players.
changedMelee PvP wasn’t fun during testing, and the PvP scope was simply too massive for a solo developer like me.
changedCustom modes are easy to prototype , but making them truly fun, replayable, and meaningful would drastically increase the scope.
changedSo Defense Mode became my core — tight, refined, and focused.
changedEach mission is unique , SC2-style — focusing on specific units, buildings, terrain, or mechanics.

It’s been almost a full year since my last update — because I’ve been solo-developing non-stop and barely had any time to post anything. So here’s a proper breakdown of what I’ve been building behind the scenes.

A Highly Replayable, High-Challenge Randomized Defense Mode

I decided to focus heavily on Defense Mode because it’s the most familiar and instantly enjoyable for most players.

  • Melee PvP wasn’t fun during testing, and the PvP scope was simply too massive for a solo developer like me.

  • Custom modes are easy to prototype, but making them truly fun, replayable, and meaningful would drastically increase the scope.

  • So Defense Mode became my core — tight, refined, and focused.

Building a StarCraft 2 + Warcraft 3 Inspired Campaign

As a lifelong fan of Warcraft and StarCraft 2, I wanted to create a campaign inspired by the best parts of both.

  • Each mission is unique, SC2-style — focusing on specific units, buildings, terrain, or mechanics.

  • Pixel-art maps are built with a Command & Conquer–like visual style.

  • Combat, unit design, abilities, heroes, and buffs draw inspiration from Warcraft 2/3.

I want each mission to feel different, easy to understand, and memorable when you play it.

A Wide Cast of Units with Distinct Roles, Abilities, and Intense Interactions

I’ve been building a deeply layered unit system:

  • Multiple roles: tanker, hunter, ranger, mage, specialist.

  • Units come in ranks 1–5, increasing in power.

  • Rare Rank 4–5 units (Gold & Red) have additional powerful abilities and are harder to obtain.

  • Movement, attacks, skills, and interactions are inspired by MOBAs and Warcraft 3.

  • You’ll have plenty of defensive options, ways to counter enemy threats, and opportunities to acquire stronger units.

Chestbox & Randomization Systems inspired by Diablo2

Randomness adds excitement and replay value, so I added several systems:

  • Chestbox gives you 3 random choices every minute.

  • Guildhouse sells powerful but limited and random units.

  • Gambler allows you to buy random rewards — similar to the Diablo 2 gambler system.

  • and more ...

These systems keep each run fresh and unpredictable.

Advanced Automated Farming & Resource System

Another big chunk of development went into creating an interconnected resource ecosystem:

  • A unique farming and harvesting system.

  • Water supply, energy production, and extraction chains that support later gameplay.

  • Fully automated workers — no micro-management. You build, manage, and strategize while your base runs smoothly.

Strategic Upgrades Tailored to Each Mission’s Challenges

I built a 4-tier upgrade system that spans all major aspects of gameplay, letting players slowly refine, optimize, and customize their strategies during a run.

Powerful Towers and Traps for Creative, High-Impact Defense

Defense is the heart of the game, so towers needed depth:

  • 2 core towers available from the start.

  • 8–9 additional special towers that players can find and unlock.

  • Multiple trap types to enhance your defensive layout.

In-Game Map Editor — As Simple and Intuitive as Warcraft 3’s

Inspired by Warcraft 3 World Editor, the game includes a full map editor:

  • Create maps entirely from scratch.

  • Build, test, and play them directly inside the game. Since I was a Warcraft 3 map creator 15+ years ago, this part felt natural and nostalgic.

Design Your Own Campaigns with Powerful, Player-Friendly Tools

Beyond map creation, players can customize:

  • Features, events, and interactions.

  • Enemy attack waves, boss encounters, scripted sequences.

This allows players to build their own full campaign, not just a single map.

Current Progress:

  • I’ve completed several campaign missions, updated the demo, and you can now play through the first five campaigns.

  • The release date has been pushed back a few times because I prioritize launching a polished product that meets the quality I’m aiming for. I care more about the player experience than rushing out something buggy, disjointed, or shallow.

  • I’m currently finishing the remaining campaigns and further optimizing the random map system. If everything goes well, I should be able to release the full version in about three months.

Source

Steam News / 18 November 2025

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