⚔️

Tactical Battle ✦ Codex ✦

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Defense of Demonhold

A demonic breach strains beneath Demonhold. The frontier burns. You are the Commander — the last steady hand between the realm and annihilation.

"When the infernal host descends on the Border Realms, a rising Commander must gather scattered soldiers, desperate militias, and strange allies from across the shattered frontier. Saving Demonhold is only the beginning. Once the fortress is yours to hold, stronger invasions crash against the walls every twenty campaign days."
⚔️ Creatures
Abilities
🗡️ Items
🛡️ Classes
🔮 Statuses
📜 The Campaign
I
The Road to Demonhold
Fight through a war-torn frontier. Rescue villages, earn trust from scattered survivors, and recruit your first warband. The castle cannot be saved by riding straight to it alone.
II
Gathering Power
Build a coalition. Hire mercenaries, negotiate with goblin war-chiefs, liberate beast clans, and uncover the demon hierarchy besieging the castle. Every faction has its price.
III
Battle for Demonhold
Reach the fortress before a Cinder General breaks the seal beneath it. Every ally recruited, every supply line held, every class mastered — it all pays off here. Victory earns you command.
IV
The Long Defense
Every twenty campaign days the infernal host sends a stronger wave. Only first-clear exploration victories advance the countdown, so replays, Arena battles, and Ancient Ruins runs do not waste preparation time.
⚙️ The Battle Loop
🗺️
Explore
Move the Commander through the map. Discover encounters, find NPCs, and reveal fog-of-war as the frontier opens up.
🃏
Deploy
Spend Command Points to place unit cards. Plan your formation before battle begins — once combat starts, your deployed allies fight on their own.
⚔️
Combat
Real-time tactical battle. You directly control the Commander while your deployed units and the enemy AI fight around you with threat-scored targeting and data-driven ability use.
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Reward
Earn Gold, Supply, and Commander XP. Unlock cards and items for clearing all challenge tiers. Victory can reshape the world — defeated enemies may become allied NPCs.
🃏 Cards & Command Points
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Persistent Ownership
Cards are kept between battles. Each card tracks how many copies you own and how many are active in the current fight.
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CP Budget
Each encounter gives you a Command Point budget. Spend it on units before combat — cheaper cards let you flood the field, expensive ones bring elite power.
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CP Upgrades via Supply
Earn Supply from encounters and spend it to permanently expand your CP capacity, letting you field bigger armies as the invasions escalate.
🏆 Challenge Modes
Normal
Full CP budget. The Commander fights alongside your forces.
Challenger
CP capped to difficulty ÷ 1.5. Tighter deployment budget forces smarter picks.
Vanguard
Only 25% of your CP available. Win with a skeleton crew.
Tactician
Commander removed from combat entirely. Your deployed units must win on their own — rewards Supply instead of Gold.
⚔️ Combat System
🩸
Damage & Mitigation
Physical damage is reduced by Armor, Magical by Magic Armor, Raw bypasses both. Mitigation is non-linear — the same armor value affects small and large hits differently.
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Hit, Crit & Evasion
Accuracy vs Evasion determines whether hits land. Crit Chance rolls independently, and Crit Damage multiplies the result. Magic Evasion counters spell attacks separately.
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Threat-Scored Targeting
Enemies don't attack randomly. The AI scores each target by movement cost, predicted damage, health state, and whether allies are already focusing the same unit.
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Status Effects
Statuses control the battlefield: disable movement, force retreats, apply DoTs, modify stats, or chain triggers on combat events like hits, crits, or blocks.
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Combat Prediction
Tooltips and ability previews use the same resolution path as live combat, just without the side effects. What you see is what you get.
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Movement & Positioning
Melee units close distance and stay engaged. Ranged units prefer standoff positions. Frightened or kiting units can override normal engagement logic.
👑 Commander Progression
📖
Class Levels
Each class has its own level, experience, attribute allocation, and equipment state. Switching class changes your entire combat identity.
Badge Points
Awarded as you level up any class. Spend them to permanently unlock classes you've discovered in the world — each class has its own unlock cost.
🔩
Attributes
Each level grants attribute budget. Invest points into the stats that define your playstyle — choices are saved per-class so each build is distinct.
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Equipment & Loadouts
Weapons, armor, rings, amulets, and potions are stored per-class. Slot unlocks are earned through class progression so your gear options grow over time.
Factions of the Border Realms
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Demonhold Defenders
The battered castle garrison. Proud, disciplined, and suspicious of outsiders — they respect results more than titles.
🌾
Border Militias
Villagers, wardens, and local fighters. Poorly equipped but stubborn — the proof that common people still believe resistance matters.
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Free Companies
Mercenaries and displaced knights fighting for coin, plunder, or revenge. Elite but conditional — expect contract dilemmas.
🐾
Wild Clans
Beast tamers, goblin tribes, and forest hunters pushed toward the same war by demonic expansion. Strange allies with powerful tactics.
✝️
Faithful Orders
Templars, exorcists, and relic-bearers who understand the spiritual nature of the breach. Paladins, healers, and holy specialists.
🔥
Ash Cults
Human collaborators who believe resistance is pointless. Some worship demons. Some simply want power before the world ends. A threat from within.
🐾 Featured Creatures
📚 Browse the Archives

Publisher Pitch

Tactical Battle Simulator

Command and fight alongside a fantasy warband.

A real-time beast-battler RPG where the player explores a dangerous frontier, recruits creatures and allies, builds a persistent roster, and personally leads the charge in large-scale fantasy battles.

Playable build Private deck PC / Steam target
Commander Fire Drake Alpha Wolf

The Hook

The Commander Is In The Fight

This is not a detached army-management game. The player commands the warband, then steps into the battle as the Lord: dodging, casting, striking, and pulling attention while recruited allies execute their own tactics around them.

The fantasy is simple: collect the army, lead the army, survive beside it.
Warrior ally Rogue ally Wolf companion Goblin chief

Gameplay Loop

Explore, Recruit, Deploy, Fight, Progress

ExploreMove across the frontier, reveal encounters, rescue settlements, and discover threats.
RecruitEarn new allies, beasts, monsters, mercenaries, and faction units.
DeploySpend Command Points on persistent cards before combat starts.
FightControl the Commander while the warband and enemy AI clash in real time.
ProgressGain gold, supply, class XP, gear, abilities, and permanent roster growth.

Player Actions

Moment-To-Moment Agency

The deck should sell the game as something publishers can picture instantly: a player scouting the map, shaping a roster, spending CP, then actively fighting inside the chaos they created.

ScoutExplore paths, trigger encounters, and choose when to commit.
CommandSpend CP, place units, and decide the battle plan.
FightMove, dodge, cast, strike, and peel pressure off the army.
BuildLevel classes, equip gear, and unlock new combat identities.

Why It Stands Apart

Collection, Combat, Scale

The core identity sits between creature collecting, hero-action combat, and battle-simulator spectacle. The result is a fantasy RPG where roster decisions are visible on the battlefield immediately.

Creature & Unit CollectionPersistent cards turn enemies, beasts, classes, and faction allies into long-term tools.
Commander-Led CombatThe player is a battlefield actor, not only a planner.
Battle-Simulator ScaleLarge readable clashes make progression feel physical and shareable.

Roster & Collection

A Warband You Actually Build

GoblinGoblinCheap swarm
Alpha WolfAlpha WolfPack pressure
KnightKnightFrontline ally
Goblin GiantGiantElite anchor

Cards persist between battles. Command Points make every deployment a tradeoff between numbers, elite power, and the Commander build supporting them.

Combat & Progression

Readable Tactics, Deep RPG Systems

Class BuildsMultiple Commander classes, abilities, equipment, and class-specific progression.
Threat AIEnemies and allies evaluate pressure, health, position, and tactical targets.
Status WebBuffs, debuffs, DoTs, disables, saves, and trigger-driven combat effects.
Combat MathArmor, resistances, crits, force, mitigation, and previewable outcomes.

Campaign Structure

Demonhold Gives The War A Clock

IFrontierExplore the broken roads and gather the first army.
IICoalitionRecruit factions, beasts, classes, items, and supply lines.
IIIDemonholdWin command of the fortress and expose the breach.
IVInvasionsEvery twenty campaign days, stronger demon waves test the roster.

Depth Modes

Modes Extend The Core, They Do Not Replace It

Castle Defense, Tower Defense, challenge variants, Arena fights, and Ancient Ruins runs become reasons to keep improving the same roster. They add replayable structure without changing the main pitch.

Castle DefenseDeploy the warband, manage CP, and hold Demonhold under pressure.
Tower DefenseAlternate tactical mode for controlled lane pressure and escalation.
Ancient RuinsPush deeper toward the artifact that can close the breach.
Challenge TiersReplay fights under tighter rules without blurring the campaign core.

Market Positioning

Fantasy Battle Simulator Mixed With Pokemon And League Of Legends

The shorthand is memorable because each reference explains a different part of the promise: collection, commander control, and large-scale fantasy battle spectacle.

PokemonCollect, grow, and care about a persistent roster.
League Of LegendsDirectly control a heroic combatant with readable abilities.
Fantasy Battle SimulatorWatch army decisions become physical battlefield chaos.

Current Proof

The Pitch Is Backed By Real Game Data

50Cards / units
91Abilities
197Items
197Statuses
Private playable buildPlaceholder: add current build link and version.
Trailer / capture reelPlaceholder: add trailer URL once the cut is ready.
Playtest signalPlaceholder: add quotes, retention notes, or wishlist data.

Publisher Ask

$350k To Finish Strong

The ask funds focused production, polish, QA, content completion, trailer/storefront work, and launch preparation while preserving the already-built value of the project.

$350kMain publisher ask
$250kMinimum viable finish budget.
$450k+Expanded scope if publisher services, marketing, or content goals grow.
50/50 post-recoupWorking baseline for discussion, not final legal terms.

Slide 1 of 12

⚔️ Bestiary

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📜 Unfurling the Bestiary...

🛡️ Hero Classes

📜 Consulting the guild registry...

✨ Grimoire of Abilities

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📜 Deciphering ancient scrolls...

🗡️ The Armory

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📜 Inspecting the vault...

🔮 Status Compendium

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📜 Studying enchantments...