Devlog, game craft & the worlds we build.
Notes from the studio — how we build, what we're learning, and the lore behind Town Guardians.
Designing Town Guardians: three pillars of a roguelike defense RPG
How we blend idle auto-battle comfort with roguelike tension in our first mobile game — and the rules that keep it light, fast, and fun.
Read →Lightweight by default: how a small studio keeps games fast
Light, fast, fun isn't a slogan — it's a constraint. How a small studio keeps its mobile games quick to load and kind to your phone.
Read →Meet the Successors: the heirs who hold the wall
Meet the Successors of Town Guardians — Somteori, Hwaran, Shadowfoot, and Molt — the beast-folk heirs who hold the Wall of Divine Beasts.
Read →The Legion of Ruin: what's coming for the wall
The Legion of Ruin tests you three different ways. A look at the Rotten Spore Mushroom, Corrupted Tree Spirit, and Unraveler Narak.
Read →The upgrade economy of Town Guardians: choices that compound
How roguelike upgrades and wave drops turn each Town Guardians run into a chain of meaningful build decisions — and how we keep those choices readable.
Read →Tuning wave difficulty: making 'almost losing' feel fair
How we pace Town Guardians' waves so a loss reads as 'I got out-planned' instead of 'the game cheated' — the craft behind almost-losing.
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