Torch of Shadows Devlog #6 – Major Rework Update

(Complete Overhaul / Rewritten From Scratch)

This update is not an iteration, but a full rewrite.
Over the past months, Torch of Shadows has been rebuilt from the ground up. Core systems, progression flow, visuals, and gameplay structure have all been re-designed with clarity, depth, and long-term sustainability in mind.
Below is a summary of what changed.

World & Map Design

  • Tile conversion system has been completely removed
    • The game no longer relies on territory repainting mechanics. This allowed for cleaner readability, stronger pacing, and more meaningful area control.
  • All maps have been restructured
    • Playable spaces were redesigned to better support enemy pressure, positioning, and moment-to-moment decision making.
  • A full Tutorial Area has been added
  • The tutorial is now the Main Altar Hub
  • This hub serves as the narrative and mechanical foundation of the game
  • Broken pylons from other maps are physically located here, tying progression directly into the world

Pylons, Events & Map Identity

  • Map-specific pylons added
    • Each map has unique pylons
  • Each pylon comes with its own mechanics, events, and identity
  • Pylon Events introduced
  • Activating pylons can trigger combat events, challenges, or world changes
  • Buff & Debuff systems tied to pylons and soul system
  • Every area now actively influences how you play
  • Positive and negative effects force adaptation rather than passive scaling

Souls & Minigames

  • Map-embedded Souls added
  • Souls are no longer abstract rewards
  • They exist physically inside the world
  • Soul Minigames implemented
  • Interacting with souls triggers short, focused gameplay challenges
  • Success and failure meaningfully impact the run

Visual Overhaul

  • All tilesets have been completely redrawn
  • No reused or legacy tiles
  • Visual language is now consistent across the entire game
  • Lighting system added
  • Dynamic lighting enhances atmosphere and spatial awareness
  • Fog system added
  • Maps now feel layered, hostile, and alive
  • Visibility is part of the challenge

UI / UX

  • Main UI has been fully redesigned
  • New layout
  • Clearer hierarchy
  • Stronger visual feedback during combat and progression

Save System

  • Save system split into two separate tracks
    • Demo Save
    • Main Game Save
    • This prevents progression conflicts and allows cleaner long-term development

Progression & Upgrades

  • Upgrade system redesigned
  • Structure, balance, and presentation were reworked
  • All in-game (run-based) upgrades changed
  • No legacy upgrade logic remains
  • Each upgrade now has a clearer purpose and synergy space

Enemy & Spawn System

  • Spawn system fully replaced
  • Old random/flat spawning removed
  • Wave-based pressure system implemented
  • Enemies spawn in intentional waves
  • Designed to surround, corner, and pressure the player
  • Positioning and movement matter far more than before

Philosophy Behind the Update

This project is developed by one person. It is also my first game. This update represents:

  • A learning process
  • A technical reset
  • And a commitment to doing things right, even if that means starting over

I’m incredibly excited and honestly a bit nervous to finally put this version in players’ hands.

Feedback & Community

This game will only grow as far as its feedback allows. If you’re curious:

  • Play it
  • Break it
  • Tell me what works and what doesn’t

Every comment, bug report, or design critique genuinely matters.

Thank you for being part of this journey.