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NIGHTWALL in-game: the keep, a field and the forest
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In development

NIGHTWALL

Medieval castle building and defence

Every wall you draw changes how they get in tonight.

Medieval fort building and defence drawn from Slavic folklore. Days are untimed: you drag walls, roads and fields onto the grid and place towers and houses. Once night falls you can't build any more; as warden you give the orders and find out whether your design holds. A contract runs five nights, and the last one brings a boss.

Genre
Medieval castle building and defence
Platform
PC
Status
In development
How to play
Not public yet
Built with
three.js, TypeScript, Unity URP

Gameplay

Drop a wall, change the route

The red dashed line on the ground is the route the enemy will take tonight. Drag out a palisade, log wall or stone wall and you see the route bend before you let go; whole walls can be upgraded later.

Orders at night

Nothing new goes up after dark. The warden has orders instead: sound the horn to move the guard, loose a volley, pour hot pitch from the hoardings, open or shut the gate. Enemies go around, or pick the weakest stretch of wall and ram it.

Enemies out of folklore

Besides raiders and battering rams there are werewolf packs, forest fiends, night wraiths and swan-geese. On the last night Baba Yaga and her chicken-legged hut walk out of the forest; fight her, or follow the old custom and offer her hospitality.

When dawn comes

Dawn starts with the report: how many fell, where the wall broke, which villagers are missing. Then an event card turns, say the lord's recruiter riding up to take two of your people, and every answer has a cost.

Three wardens

Each new contract starts by choosing one of three wardens, each with an order of their own and their own way of talking.

Screens

NIGHTWALL in-game: the keep, a field and the forest
Day: the red line is tonight's enemy route, the green is a stone wall being dragged out
Night 4: raiders with torches hit the north-west log wall
Night 5: Baba Yaga and her chicken-legged hut leave the forest
Raiders coming up the road, swan-geese flying alongside
The dawn report and fort map
Look development: dusk in Unity URP

Under the hood

The game runs on a deterministic simulation: same seed, same inputs, same result every time, and the renderer reads straight from it. Boss difficulty was tuned from automated players run across many seeds.

Rendered with three.js: bright days and dark nights, where enemies are picked out by moonlight, torches and braziers with no coloured markers by default; settings offer high, standard and low quality.

The look was first worked out in Unity URP with day and dusk lighting, and there was a Unity build playable through a full contract as well.

Buildings, enemies, trees and props are 3D models generated with Tripo AI through a pipeline we built ourselves: concept art to 3D, retopology down to a game-ready polygon count, rigging and animation, then automatic hole filling, texture cleanup and packing into game-ready GLB, with every piece reviewed in a close-up GPU render before it goes into the game. The whole list goes out with one command and resumes where it stopped without being charged twice; one round alone delivered 28 environment assets and 3 bosses. Anything meant to ship is generated with paid credits so the output rights are clear.

Next game

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White flash, deflect it. Red flash, dodge it.