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.

Codex
🧭

Tutorials

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.

✨

VFX & AFX Review

Every move's placeholder effect and sound, played in a live battle. Approve or send back.

🔊

Audio Review

The music beds floor by floor, every event cue, and all 606 bank clips with their measurements.

📖

Creature Codex

Every creature in the tower. Filter by rarity, type, and stage.

🗺

Floor Map

100 floors across 10 zones, then the Void Apex to 120. Encounters, bosses, and creatures by depth.

👑

Bosses

All 10 zone bosses — boss character plus two SR actives, no reserves.

⚱

Reliquary

Equipment, souls, and artifacts. Each item has its own page.

🛡️

Classes

Six player classes — stats, advancements, character art

📐

Stat Tables

Numerical source of truth — formulas, grids, economy

⚒️

Upgrading

Grading, enhancement — costs and odds

Eggs

Egg types, hatch weights by grade, and where each egg drops.

Type Glossary

The creature types, their matchups and what each one means in a fight.

System Unlocks

Which floor opens which system, the scripted opening, and the arrows.

Droptables
🎲

Droptables

Every drop table — per-floor chances, grade weights, zone pools, keys, boss loot, first-win ladder — and the rules for all item types.

Reference
📜

Game Design Document

Core loop, battles, realms, economy, equipment, and roadmap.

☑

Implementation Checklist

The original Unity-era build tracker. Superseded by the web client; kept as history.

⚙

Other Systems

Every rules page: progression, combat, accounts, breeding, PvP, the shell. One card per system.

Research

Outside evidence measured against what the build does, entry by entry.

Move Effect Icons

The icon set every move tip and effect badge draws from.

Floor Assets

Floor plates and backgrounds by zone, with their approval state.

Crafting (archived)

Removed from the game 2026-10-01. The record of the system; materials now feed Upgrading.

Systems
Tutorials

Tutorials

Step-by-step guides to the climb, the pens, the bags and the arena. Written page by page as the tutorial lanes land.

Settings
Pending Approval
⚙️

Settings Menu

In-game settings design — audio, display, battle & autoplay, log retention, account, accessibility.

❓

Help & FAQ

Player questions answered, each linked to the page that owns the rule.

Accounts & Sign-in

Steam, Google and Discord sign-in, linking logins, the per-account reset, export and deletion.

The Report Panel

Report a bug or a suggestion from inside the game, and what rides along with it.

🔒

Privacy & Terms

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.

🎉

Credits

The team and every third-party asset the game ships, with its licence.

🛠

Dev Dashboard

Art pipeline, cropping queue, approval status.

🎨

Art Pipeline

Codex with pipeline filters enabled.

🛰

Networking Architecture

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.

🔐

Backend & Anti-Cheat

Server authority, save architecture, economy validation, live-service costs.

📊

Analytics & Telemetry

Balance hypotheses, event schema, alarm thresholds, player feedback loop.

📥

Feedback Pipeline

Community intake, AI ticket clustering, triage console, and the creature rating system.

Pending Art

Creature art awaiting approval.

Pending Crop

Art awaiting background removal.