Core survivor loopMove, dodge, level up, pick an upgrade, keep going. The run is fun on its own.
Cleared
SURVIVE THE CLOCK. STACK THE BUILD. GET GREEDY.
A bullet-heaven survivor from Beachfront Games. Five heroes, three maps, twenty-one things that want you dead, and a level-up choice every time the bar fills.
SCROLL TO CONTINUE
Stage 01 — the roster
CHOOSE YOUR FIGHTER
5 heroes · click one
Stage 02 — the maps
PICK YOUR GROUND
Three maps in the current build, loaded into the same shell. This is the real map art, straight out of the game.
Stage 03 — level up
STACK YOUR BUILD
Every time the experience bar fills, the run stops and deals you a choice. Twenty-two upgrades in the pool, each hero with its own draw — orbs, holy water, chained hits, summoned skeletons, or just more of everything.
Stage 04 — the bestiary
WHAT IS COMING FOR YOU
Twenty-one enemy types in the build so far, from the slime you meet in the first ten seconds to the boss that ends the run.
Stage 05 — quest log
WHERE WANDER KNIGHT IS AT
No fake release dates. This is the honest state of the build — what is already playable, what we are elbow-deep in right now, and what is queued next.
Five playable heroesPaladin, Black Knight, Jester, Doll and Necromancer, each with their own kit and upgrade pool.
ClearedThree maps, one shellGiant Lands, Dark Forest and Ice Lake load into the same shell, so new maps drop in without touching the UI.
ClearedMenus, hub and map selectIntro, main menu, pre-run hub and a data-driven map picker — all separate from gameplay.
ClearedBosses and wave pacingTuning the spawn director so the pressure curve climbs the way it should, and giving each map a boss worth fearing.
In progressMeta progression between runsSomething to carry out of a bad run, without turning the game into homework.
In progressPlayable demo buildA slice we can hand to players and watch them break.
Next upMore maps, more heroesThe architecture is built for it. Now it is just art, data and playtesting.
Next up