Roadmap – What’s Next for the Game


Short-Term Goals (Next Updates)

  • Level Reworks: Levels 1 & 2 are some of my oldest works and don’t reflect my current design skills.

    • Level 1 will be updated with more enemy variety (including some from Level 2) to make it less repetitive, the road layout will also be changed slightly to improve the flow of enemies, particularly from their spawning point.

    • Level 2 will be rebalanced and reworked into a new theme using the farm enemies/art I already have. This level might be moved to a later stage and be replaced with a new level in place of level 2, as to not introduce human farm enemies after introducing orcs and creatures.

  • Sound Overhaul:

    • Complete missing sounds for spells and UI. 

    • Add barricade construction/destruction sounds. 

  • Misc:

    • Replace the current green line with a ghost barricade preview. 
    • Add placement restrictions for barricades (no spamming near start/end). 
    • Continue tuning Level 4 waves. 
    • Release a downloadable version.
  • General Polish: Focus on improving what’s already there rather than adding brand-new content right away.


Long-Term Goals (Future Development)

  • New Levels: Add at least 4 more levels (second river level, graveyard, village, city)

  • Music System:

    • Main menu and map menu themes.

    • Unique music tracks for each level.

    • Adaptive music that shifts based on combat intensity or level progression

  • Ambient & Decorative Details:

    • Ambient sounds per level (swamp noises, farmyard sounds, etc.).

    • Moving animals and small interactable decorations to bring levels to life.

  • Further Polishing Existing Levels: More environmental detail, layout tweaks, and overall quality upgrades.

  • Refine upgrade visuals/animations for clarity and player feedback.

  • Balance tuning to ensure upgrades enhance strategic depth without overwhelming new players.

  • Tower Upgrade System:
    • Implement milestone upgrades at tower levels 3, 5, and 7.
    • Ensure upgrades provide new mechanics (blocking, area denial, elemental attacks) instead of flat stat boosts.
    • Balance tuning to ensure upgrades enhance strategic depth without overwhelming new players.
  • Armour System:

    • Introduce enemy armour as a mechanic that interacts with tower upgrades

    • Differentiate between flat reduction and percentage reduction (final approach TBD).

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