Wizarding Warz — red fire wizard and blue ice wizard before a dark castle
Retro Dark Fantasy • Magic • Treasure • Destruction
ENTER THE KEEP ✦ RECOVER THE RELICS ✦ BREAK EVERYTHING ✦ FEAR THE DARK ✦ TAKE WHAT YOU CAN ✦ GET OUT ALIVE ✦ ENTER THE KEEP ✦ RECOVER THE RELICS ✦ BREAK EVERYTHING ✦ FEAR THE DARK ✦ TAKE WHAT YOU CAN ✦ GET OUT ALIVE ✦
The game

THE CASTLE
IS THE SYSTEM.

Rooms are not scenery between fights. Light can disappear. Objects can hide valuables. Enemies occupy different parts of the keep. Treasure, resources, combat and exploration are designed to collide with each other.

01 // MAGIC✦

WIELD
THE ARCANE

Fast projectile combat with finite mana, readable attacks and elemental Wizard archetypes. Fire and Ice are only the beginning.

02 // PLUNDER◆

TAKE
WHAT MATTERS

Relics, gems, materials and strange trophies have identities. Find them, protect them and eventually barter them for things gold cannot buy.

03 // SURVIVAL↓

GO
DEEPER

The farther the game grows, the less the keep should feel safe: hidden rooms, stronger creatures, darker corridors and reasons to risk one more chamber.

Design rule

Old-school presentation. Modern systems underneath. Low-frame pixel characters, brutal readability, reactive environments and enough systemic chaos to make every expedition tell a different story.

Enemy ecosystem

THE KEEP
IS OCCUPIED.

Skeletons were the proof. The enemy framework is expanding toward creatures with distinct jobs rather than a hallway full of reskinned hit points.

I
Melee // Undead

Skeleton Guard

The baseline threat. Pursues, corners and punishes careless movement.

II
Heavy // Undead

Armored Skeleton

Slower. Harder. Built to turn narrow passages into bad decisions.

III
Ranged // Undead

Skeleton Archer

Physical arrows, travel time, misses and cover. Pressure from across the room.

IV
Tank // Undead

Rotting Dead

A slow wall of ruined flesh that becomes a serious problem when space disappears.

V
Swarm // Beast

Crypt Rats

One is nothing. A pack turns your feet, your aim and your escape route against you.

VI
Flying // Beast

Cave Bat

Dives from above, attacks and retreats instead of politely waiting at floor level.

VII
Ambush // Construct

Gargoyle

It looks like architecture until the architecture decides you're trespassing.

VIII
Arcane // Creature

Arcane Slime

Slow magical pressure that turns otherwise simple spaces into places you cannot comfortably stand.

Ways to enter

ONE KEEP.
MORE THAN ONE WAR.

Wizarding Warz is being built as a foundation for multiple modes. Relic Hunt establishes the systems first; the stranger modes come after the world is ready for them.

PLAYABLE FOUNDATION

RELIC HUNT

Recover valuable relics from different castle branches and return them to sanctuary while enemies and resources pressure the run.

PLANNED

THE BURDEN

Four Wizards carry fragments of a cursed statue. The closer the fragments become, the more violently the curse punishes their bearers.

PLANNED

THE ASCENSION

Climb until the game becomes impossible. More creatures. More damage. More pressure. Eventually the tower wins.

PLANNED

WIZARD WARZ

Fast magical competitive combat built on the same movement, spell and destruction foundation.

Development path

BUILD THE KEEP.
THEN OPEN THE GATES.

The project is being built system by system: first prove the loop, then fill the world with things worth finding, fighting, breaking and fearing.

01
Foundation

THE LOOP

Movement, Wizard framework, combat, damage, shell/UI, Relic Hunt, castle expansion and resource pressure establish the playable core.

Built / evolving
02
The keep awakens

ENEMIES & WORLD

Enemy ecosystems, loot, visual identity, destructible environments, dynamic lighting, secrets and major Terrors turn the prototype into a place.

Current direction
03
The gates open

MULTIPLAYER

Once the core game has enough depth, networking can bring cooperative expeditions, The Burden and larger Wizard conflicts into the same foundation.

Later development
WizardingWarz.com

THE GATES
WILL OPEN.

“Take what you can. Get out alive.”
STEAM // COMING SOON
IN
DEVELOPMENT