(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.
