Hi! My name is Tim, and I’ve been working on Maledictor Grows for about a month and a half together with my wife.
I came up with the original concept and handle the programming, game design, UX/UI, and most of the other development work. My wife is responsible for the visual side of the game: she designs and draws the characters, creates the artwork, and also made all of the visual materials you can currently see on the Steam page.
Current Development Stage
The game is still very early in development, so there’s a lot left to do. Right now, my main goal is to build and release a demo, see how people respond to it, and continue developing the game from there.
There is already a solid foundation that you can see in the trailer and screenshots, but none of it should be considered final. We’ll keep improving the visual style, animations, effects, UI, and overall presentation. There will also be more levels and environments.
Some magic spells are already working in the game as well, but most of them are still closer to prototypes visually. I want spells to feel satisfying and noticeably change how you play, so there is still a lot of work to do there.
Design Philosophy & Progress
One of the reasons I enjoy working on this game is how different it is from my previous projects. Incremental games have a very different approach to game design. A lot of the work is about progression, balance, pacing, upgrades, and constantly giving the player something new to work toward. Small changes to numbers or upgrade costs can completely change how the game feels.
Before starting this project, I didn’t really understand why idle and incremental games could be so addictive. After playing more of them, I started to understand how much of the genre is built around satisfying feedback and the feeling that you’re always getting closer to the next meaningful upgrade. Trying to create that feeling myself has been one of the most interesting parts of development so far.
There’s still a long way to go, but the game is already starting to feel fun to play rather than just being a collection of separate systems. The main loop is taking shape, the skill tree is growing, and I’m gradually adding more things for the player to discover and unlock.
We’ll keep working on it and sharing the progress here. Thanks to everyone who has already wishlisted the game or simply checked out the page — it really helps at this early stage.
