Obsidian Tower

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Defend the Obsidian Tower in a roguelike tower defense on procedurally generated hex paths. Build crossbows, flamethrowers, Tesla coils and mortars, combine fire, poison, ice and lightning, draft run cards between waves, and spend banked XP on permanent upgrades.

The tower must not fall.

Portals tear open across a hex-grid battlefield and an army marches on the Obsidian Tower: peasants, soldiers, wizards, and the Black Knight himself. Every path is generated fresh, every run is seeded, and every wave is bought from a growing budget.

Build, combine, adapt. Place Crossbows, Flamethrowers, Poison and Ice towers, Tesla coils and Mortars, then block and bend the enemy's route with boulders and fences. Damage types and statuses work together: soak them in rain, shock them for extra damage, chill them, set them burning.

Draft your run. Every few waves, pick from a hand of run cards: flaming, frost, storm or venom bolts, piercing shots, rapid fire and dozens more. Reroll a bad hand and banish cards you never want to see again.

Grow between runs. When the tower finally falls, spend banked XP across the upgrade lattice: starting gold, bigger drafts, rerolls and per-turret upgrades.

Watch it back. Every run can be replayed, and you can cut your best moments into clips and export them as video.

  • Roguelike tower defense on procedurally generated hex paths
  • 8 buildable turrets and blockers, 6 damage types, layered status effects
  • ~80 run cards and ~50 permanent upgrades
  • Seeded weather that changes the battlefield
  • Adjustable game speed, take direct control of a turret
  • Built-in replays and video clip export

Early Access
Obsidian Tower is in active development by a solo developer. Everything listed above is playable today on Windows and macOS. Current artwork is placeholder art licensed from asset stores; we plan to replace it with custom art made for the game, alongside new maps, turrets, enemies and upgrades. Feedback on the Steam forums directly shapes what comes next.