The Tower Awaits
A dark-fantasy, creature-collecting, competitive turn-based RPG. In this prototype: climb the 100 floors and the Void Apex above them; hatch, breed, and advance 300 monsters; upgrade equipment; and tune your builds to reach the top of the leaderboards. Auto-mode takes the grind out of leveling — but to compete, you sharpen your own strategies and outplay other players head-to-head.
Step-by-step guides with annotated screenshots of the live game: signing in, the battle screen, floors, gear, eggs, the party, upgrading, settings, reporting a bug.
Every move's placeholder effect and sound, played in a live battle. Approve or send back.
The music beds floor by floor, every event cue, and all 606 bank clips with their measurements.
Every creature in the tower. Filter by rarity, type, and stage.
100 floors across 10 zones, then the Void Apex to 120. Encounters, bosses, and creatures by depth.
All 10 zone bosses — boss character plus two SR actives, no reserves.
Equipment, souls, and artifacts. Each item has its own page.
Six player classes — stats, advancements, character art
Numerical source of truth — formulas, grids, economy
Grading, enhancement — costs and odds
Egg types, hatch weights by grade, and where each egg drops.
The creature types, their matchups and what each one means in a fight.
Which floor opens which system, the scripted opening, and the arrows.
Core loop, battles, realms, economy, equipment, and roadmap.
The original Unity-era build tracker. Superseded by the web client; kept as history.
Every rules page: progression, combat, accounts, breeding, PvP, the shell. One card per system.
Outside evidence measured against what the build does, entry by entry.
The icon set every move tip and effect badge draws from.
Floor plates and backgrounds by zone, with their approval state.
Removed from the game 2026-10-01. The record of the system; materials now feed Upgrading.
In-game settings design — audio, display, battle & autoplay, log retention, account, accessibility.
Player questions answered, each linked to the page that owns the rule.
Steam, Google and Discord sign-in, linking logins, the per-account reset, export and deletion.
Report a bug or a suggestion from inside the game, and what rides along with it.
What the game stores about players, and why — a draft awaiting company details and legal review. The Terms of Service and the account deletion page are linked from it.
The team and every third-party asset the game ships, with its licence.
Art pipeline, cropping queue, approval status.
Codex with pipeline filters enabled.
How the client and backend talk, what each side decides, what every call costs, and the Durable Object rules. Read before touching src/worker.js.
Server authority, save architecture, economy validation, live-service costs.
Balance hypotheses, event schema, alarm thresholds, player feedback loop.
Community intake, AI ticket clustering, triage console, and the creature rating system.
Creature art awaiting approval.
Art awaiting background removal.