Find your followers in the darkness and slay the dragon consuming the world.
In a long dead kingdom, a young dragon has unleashed a primordial gloom that swallows anything it touches. Your quarry lies now in the heart of the kingdom; Can you endure the monsters that lurk and halt the spread of the dark?
Gather your companions. Hold tight your faith. Acquire new strengths and venture into the endless night.
If you encounter any bugs or have any feedback, please post it in the comments!
You can also join our discordhere!
Updated | 18 days ago |
Status | In development |
Platforms | HTML5,Windows |
Rating | Rated 4.9 out of 5 stars (97 total ratings) |
Authors | Zitta,VM,Jamie Zhang |
Genre | Card Game,Strategy |
Made with | Unity |
Tags | auto-battler,autobattler,Fantasy,Mouse only,Roguelike,Sci-fi,Singleplayer |
Average session | About a half-hour |
Inputs | Mouse |
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archivist does not seem to work. am playing with lots of templars and none of them seem to gain extra stats. either that or reword it. it says it gives 1/2 permanent stats when combat traits are altered which I think means temporary stats in combat? templar gains 1 attack which I would assume is combat trait being changed but it does not proc. Great game btw I love it and the lore
That was a super relaxed and fun experience! I look forward to seeing how the game continues along. It was awesome feeling things scale and watching synergies come together and it felt really cool to be able to keep fighting the dragon and whittling away instead of having the whole run reset. Here's the Squad I beat it with. Thanks for the great experience!
Relic Run my followers had +1 health but everything was so much stronger and only 4 core health was so hard! I must've went through 20 runs before landing on this very unassuming successful run.
1 - Supplicant - +2 Faith and +2 health upon death (strategically the only death effect in party)
2 - Revive everything to 1 health once all dead (doubles all death effects!)
3 - Start of battle, copy random death effect (always +2 Faith and +2 Health)
4 - Start of battle, copy random death effect (always +2 Faith and +2 Health)
5 - Dragoon - Attacks an additional time x 3 and when attacks, deal 3 random damage (4+3+4+3+4+3+4+3=28 per turn!)
6 - Medic - Adjacent allies get +1 health with each attack and +1/+1 to adjacent allies
7 - Dualist - Switches Attack and Health with each attack and (CRUCIALLY) this follower gains DOUBLE STATS.
8 - Familiar - Gains stats equal to adjacent followers and (ALSO CRUCIALLY) this follower gains DOUBLE STATS.
Potions
3 x Attack Potions on Dualist (for +2 each potion with additional trait) for +6 base attack.
Traits and Strategy
Strategy 1 - Buff the Attackers
Pump health as much as possible to Dualist. With this build, by the time Dualist attacks it has already gained +12 health and +2 Attack (+6 health and +1 Attack x 2).
Strategy 2 - Exponential Attack Growth
After Dualist is buffed with +12 health and +2 on turn one, with base stats of 7/4, it becomes 9/16 before it's first attack. Stats switch upon first attack to DOUBLE and become 32/18. Next attack, 36/64, then 128/72, etc.
Everything in front of Dualist gained +6 health and all the way up to the Dragon quarry, it typically took three rounds to reach the Dualist and I never lost any core health. This means by the time Dualist is taking hits, it is already very comfortably at 128/72.
Let's not forget about the Familiar.
As Dualist has been gained double stats each switch, familiar is also gaining it x 2, going from base 2/4 to 6/28 before its first attack. With each stat switch from Dualist, over the next three rounds, it progresses 52/72 -> 116/136 -> 244/208.
By turn three I was consistently down to only the Dualist and Familiar reaching the hundreds. Typically the Dualist would die as the lower stat would get crunched to 0, but Familiar always survived (!!!).
It was only at Endless Mode that I ever engaged the non-support revival of all followers, and while only 1 health, attack stat was safely intact. This meant so long as Dualist landed ONE HIT, Familiar received quite literally hundreds of health and retained its attack power.
When I started this run, I thought this hodge-podge group was not going to make it, as I had other runs with very amazing synergies (my favourite is always getting Ranger with random attack damage, coupled with turrets to spray and pray). I actually HATED Dualist quite literally right up until this run, when I realise it was the lynchpin in my most favourite run yet!
The synergies in this game are very fun, ended up winning my first run with Obelisk > Barrier > Volatile sentinel > a filler guy > Dancer that repeats its abily > Imbued wanderer > Sentry gun. Absolutely mulched the dragon!
I love how mechanically straightforward this game is, each unit can get exactly one extra ability. It makes it a lot easier to manage than other higher scale rogues like Isaac or One Step from Eden
dude i was so sure i was gonna lose (4 core health left, 1300 dragon health) but the best boi showed up in my shop ^^ (LOOK AT IT D: <3333) (familiar nerf next patch will be my fault)
also also also!!! zitta tysm for the duelist and refiner portraits they're absolutely gorgeous ily so much :'D i can die in peace now...
(beat it with three core health to spare)
I've also taken a shot at a 'true' infinite build and the following is the best I can come up with. (No Duelist or Crow required!)
- Dragoon (Fractured:Prospector/Aspire/Mirroring x2)
- Dragoon (Fractured:Prospector/Aspire/Mirroring x2)
- Obelisk
- Reaper (Adaptive)
- Familiar (Adaptive)
- Ranger (Fractured:Dragoon/Aspire/Charging x2)
Two free slots at your choice.
Artificer can be used to enhance Reaper and Dragoon further, but it's not mandatory.
In practice it will look like this:
that one is also very cool! I love seeing the Duelist bop a million times but this one has legs too!
EDIT: one optimization that comes to mind is putting the Obelisk + Reaper at the front and then making all Dragoons have the Dancer trait, that way instead of attacking with the lower attacks at the front the will all make the Familiar attack instead of them, essentially making them all the highest attack in your band.
Okay, so my Duelist died from a health overflow, I guess... lol
I don't know what is the maximum number it can reach, but I have 10x Dancer traits, all with 2x attack (except the 0/2 basic one), and the Duelist died in the first attack cycle. It started with 223 health and I don't think the Dancers attacks were over when it died.
I kept playing and reached depth 500. Decided to end the run there because I was essentially infinite and also the lag was quite bad.
Tried to rebuild a Duelist to see if the big health was the issue, but one with 144 base health that attacked 24 times also died due to the overflow or whatever. I noticed that when you start seeing decimals (above E+07) then the operations are not quite correct. 15 attack transforms into 20 health, then into 23 attack, 32 health... I'm guessing that is the same problem that makes the Duelist die sometimes (sometimes it dies and then the next combat it gets +2 health and then doesn't die for a while).
Hmmm...The limit should be the usual 2,147,483,647. I guess I can implement a protection against it (never thought someone will hit it!)
I'm not sure if the lag has something to do with dancer, dragoon, or just having too many traits & buffs in the game. With how the game is coded, everytime a status (including an instance of +stats) is added, it'll check all other status on that follower to see if something special is happening. So with a dancer duelist setup, the duelist will end up with A LOT of status on them and will make sbsequence attacks talking exponentially more processing power. I don't know if you are playing on browser or standalone, but I think standalone should be able to mitigate this lag way better.
I can't think of a reason for why duelist will not work as intended with large numbers or why it'll randomly die without overflow tho. I'll try the setup myself later.
Got a chance to run the same build in standalone and you were right, lag was only happening in browser version (which is understandable).
I'll confirm if Duelist keeps dying in standalone when I reach that number of Dancers, but yeah, once you get it going and can clear fights without risk of dying and putting Dragoon traits on everyone, then you can make 10x Dancers that attack twice and a Duelist that attacks twice and gains double stats to reach the cap on the first attack cycle of each fight.
Lost my run on depth 241 due to an out-of-memory error (although I expected it).
Found the true infinite build (relicless, at least) and had it almost 100% complete, but I flew too close to the sun and added the Crow trait onto my Familiar which was reaching exponential numbers of attack.
Also, before that, my battles had a bit of lag and you could feel the FPS rate dropping.
For anyone interested, this was the build:
I was also planning on improving the bee summons with Dragoon traits so I could stall attacks even more. I can't come up with improvements for the Reviver, but I hadn't reach any point where it ability would activate, maybe around depth 350 or so I could see it happening, depending on how many summons I have to stall.
Anyway, probably should have a way of disabling battle animations to avoid huge amounts of random damage to crash the game. Oh, I was playing on browser, sorry I can't provide the crash logs.
Spoiler:
Use the ability to get double attribute on the follower which changes life with attack. In case you'd like to optimize it.
Place the ability: "Take the ability of the next follower recruited" and use it on the follower which changes the attack with the life every time he is attacking.
Then recruit the knight which can get 4 abilities. After that, you can place the double attributes ability, attacks two times and either add one life this follower each round or get the attack damage of the follower with the highest attack damage. Don't use both, since the gap is important!
no sure if intended but 2 dragoon passive don't work together, with the current text I would think it will let you have 7 additonal traits. the text should be "This follower can have up to 4 additional traits (Max 5 traits)" to clear any confusion. Also, when replacing an aspect with 4 trait follower, it deletes all 4 traits and add the new trait.
[Bug report] I had a very silly build (no reliquary) with
Beekeeper (summon 2x 1/2s on death)
Beekeeper (same +summon 1/1 clone of self at begin)
Hound (summon clone of self at begin +Beekeeper ability)
Sentinel(?) (on death, copy all dead on-death effects + 1/battle, revive self to end)
Reincarnator(?) (1/battle, when all followers are dead, revive all at 1 hp)
and three base 1/3s (Wanderer, +2 faith on death, +1 faith on start) dudes [I accidentally replaced the +2/+2 on summon [random ability] guy instead of the Wanderer near the end]) with some extra stats
killing the 5 beekeepers/hounds spawn 10 bees, killing the sentinel twice summons 20 more bees, then the big reincarnator gate revives everybody including all 30 bees. It got the dragon down to 46hp, getting increasingly sluggish between turns, before crashing with I believe an ArgumentOutOfRangeException error? If you can read wasm stacktraces you're way cooler than me:
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index V15.02.framework.js:9:35019 _JS_Log_Dumphttps://html-classic.itch.zone/html/12629413/V15.02/Build/V15.02.framework.js:9
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Firefox 134.0 on Manjaro Linux.