As I build out this game I will post my ideas here. This will help me stay organized if I forget anything and hopefully get a few of you interested in the game so that someday I can make this thing a real tangible game!

27th Nov 2024
The ideas I got for this game are the remnants left over form my previous one, Suros: The Other Dimension. The games are very similar in style with Suros being a much more streamlined and rules light experience. You can view that game by following the link below

Mar 4th 2026
The first post of my designer diary. In this one we go over attack card philosophy and how icons work. Plus I can show off a few of the cool ideas I have thought up and how unique each enemy will feel!

Mar 5th 2026
In this post I break down how various weapons will feel different from one another. How weight affects your play style and a deeper dive into keywords and how they effect dishing out damage.

Mar 6th 2026
Various types of armor can be equipped to strengthen your characterduring battle. Head, arms, legs, accessories and items are explained in detail. Dimensional gear is briefly described as well.

Mar 7th 2026
Artifacts are magical items that can only be equipped with the proper slots available. Slots are presented on weapons and armor pieces. Once equipped players gain new abailites to move battle and buff players during combat.

Mar 8th 2026
Chaacter sheets take a pen and paper approach to maintaining your stats. Enemies use a data sheets that help you build out there stats for each battle and the type of loot they will drop once they are mutliated.

Mar 9th 2026
Designing a coherent battle that must follow multiple rules and maintain a fun flow while also hosting multiple enemies all with different personalities is difficult. In this post I will show off what I have designers so far and the various cards that I think will help make battle a unique experience every time you dive you.

Mar 10th 2026
Building out your character is one of the main draws of the game. From upgrading stats to equiping the perfect combo of gear to create the ultimate killing machine. In this post we will go over some builds and how they will help make your character stand out from the rest.

Mar 13th 2026
My idea is to create a campaign that keeps you from actually “ failing” and instead always falling forward. The issue switched from will I die to how long will it take to win. That will be accomplished with some roguelike and souls style mechanics to make for an interesting campaign setup.