Happy holidays!
First of all, a huge thanks to everyone who has participated in our public playtest so far. We have gotten a lot of great feedback and will be working to include many gameplay adjustments as well as some new content in the next playtest build. If you haven't had a chance to participate in the playtest, there is still time to join!
Run Synergies
In this post, we wanted to highlight some of the types of gameplay interactions that allow for varying build strategies.
For example, some minions begin the game with the thorn combat perk, which deals reciprocal damage when the minion is attacked from within melee range. Similar effects are pretty standard and often appear in turn-based games.


A player may be able to build a strategy around this perk by collecting tomes such as Thebaid and Great Expectations which augment the way that a minion with thorn is triggered.


Now, the ability tooltip for thorn highlights the bonus effects received from these tomes and make such minions much more effective against ranged heroes!


New Buildings
We wanted to push the design space of the defensive buildings in our tower defense game, within the constraint that it must fit well within our theme of dungeon defense.
The Laser Prism is a new building which generates a laser connecting to each other Laser Prism in the same row or column. Upgrading the Laser Prism increases the damage of each laser connected to it:


The Snake Nest is a new building that summons an undead serpent that prowls the floors of the dungeon during the day phase. The serpent burrows in and out from one Snake Nest to another dealing damage to any heroes it comes across:


That's it for now. Look forward to seeing some of these new features in the next playtest build!
Happy holidays and new years!
