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The Universe of Death

Hand-drawn isometric Diablo style rogue like with Elden Ring style controls, and it's also a tower defense. Level up in run to try new skills and builds, level up between runs to increase your stats to begin each run stronger. Acquire loot and give old loot to your towers and mercenaries.

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Latest Contributor: IGF TeamEdit notes
Search Google: Who developed The Universe of Death?Developer scaleThe operating scale of the game's developer.
Search Google: Who published The Universe of Death?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is The Universe of Death self-published or published by Pay Artists Studios?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is The Universe of Death and Pay Artists Studios funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for The Universe of Death and Robert Panichpakdee?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of The Universe of Death?Release statusWhether and how the game has been released.

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About the Game

A hand-drawn ARPG Roguelike that's also a Tower Defense: level up your character and carry loot between runs, while experimenting with different skills and upgrades as you build towers and hack and slash your way through hordes of monsters marching towards your town.

Game Features

  • Classic isometric art, hand-drawn and traditionally animated.

  • Tight, responsive 2D controls. Light attacks, heavy attacks, aim and charge up projectiles. Fight your way through waves of ghouls and monsters.

  • Level up your character, become stronger within each run as well as in the over world, allowing you to start stronger each time. Try new skills and different weapons each run!

  • Keep weapons from each run; give old weapons to your mercenaries or towers to make them even stronger.

  • 10 elemental upgrades, with upgradable and unique mechanics. They all stack onto each other.

  • Collect coins that explode from enemy bodies as you hit them.

  • A massive cast of enemies and bosses.

  • No Generative AI was used in any part of this production.

  • I hand drew the pixel art, with traditional animation.

  • I wrote each line of code.

  • I composed each note of music.

  • I recorded the sound effects in my bedroom.

  • I downloaded two free-for-commercial-use fonts and used the open source Godot Engine.