PvP Roguelike
The Watch Development Update
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This past month has probably been the most transformative one yet for our project.
The result is a game that feels sharper, more alive, and way more promising than it did just a few weeks ago.
Let’s walk through what’s been happening.
Pivot in Direction
The original vision was a real-time PvP strategy game. We poured everything into that and reached over 100,000+ Game Downloads during soft launch on Epic Games, with players experimenting with builds, learning mechanics, and giving us feedback.

Nevertheless, while the downloads came in, the financial return didn’t match the scale of effort required.
Real-time PvP RTS is one of the hardest genres out there. We're competing with League of Legends, Starcraft, Age of Empires—massive titles with endless resources and entire ecosystems around them and those kinds of players rightfully expect pitch perfect mechanics, AI and responsiveness.

We watched what was happening in the market too.
Battle Aces (by Uncapped Games, a Tencent studio) launched recently, a game with very similar premises.
It got a lot of attention for a few weeks, and then quietly shut down within a month of launch despite positive reviews.
We had to rethink our path. So we made a choice: we’re pivoting.

The new direction is an asynchronous PvP Roguelike, to be released as a premium title on Steam.
Instead of chasing free-to-play models and hoping to compete against giants, we’re going for depth, strategy, and the kind of focused experience people are willing to buy upfront.

No worries, it's the same universe, we're reusing most of the visual assets, but reinventing everything around it.

The price point will be around $10, which means if the game finds success, it’s instantly profitable and benefiting the community and development rather than relying on endless monetization tuning.
That also means the Steam Release is expected for Q1 2026, including private access for keyholders and free keys.
Gameplay Reinvented
The game itself feels almost like a new beast now.
Here’s what’s changed:

Massive battles instead of small squads
Forget the old skirmishes. Now each player can hold 100+ units, and players get to experience clashes that look like actual armies going head-to-head.
It’s totally chaotic. In the best way.

Rounds and arenas
We’ve moved to a round-based structure. Each round, you make big decisions, such as what to buy, upgrade, how to adapt your build...
Then, unleash your squad into the arena. The whole thing has this sporty and competitive vibe, as you’re battling in a sci-fi coliseum.

Items and spells
On top of units, we’ve added dozens of equippable Items and reworked our Powers (Flash Blocks) to create a new layer of strategies and synergies.
The combinations are endless: we're talking thousands of unique metas. That diversity is what keeps each run fresh, on top of the RNG factor.

Onboarding rebuilt
A major lesson from soft launch was retention. The players liked the concept but didn't stick enough to justify keeping the original version alive.
This month; we built a proper FTUE (first-time user experience) with clear tooltips, tutorials, and a guided progression.
It feels welcoming and much more accessible now.

Visual overhaul
We’ve built our first full arena, added the long promised morphing maps, re-designed the User Experience, updated the User Interface, and created new VFXs. Our core art direction remains the same, but with more spectacle. At this scale, powers and armies clashing are going to look fantastic, and we have the kind of polish that makes you want to play “just one more run"!
Technical Progress
Behind the scenes, this month was a huge technical shift:
We migrated the whole project to Unity 6. This was basically a full refactoring of everything we've made.

The payoff is actually massive:
+ Stability
+ New Features
+ Cleaner foundation
+ Better performance

We also removed Quantum (our Multiplayer Engine) entirely. That system was originally powering our online logic, a legacy from Globant, but it came with a heavy downsides. By rebuilding this logic from scratch, we’ve made the game much leaner and gained a huge performance boost.

Backend-wise, everything is has been prepared for our new PvP system.
On top of that, we’ve been working on GPU instancing to keep those huge army battles smooth.

Giving you an idea of productivity: we've closed over 100 tickets this month.
We've cut down unnecessary tools, third-party apps reliance and streamlined our production pipeline to a more focused workflow.
The whole process feels sharper and a lot more decisive now.

Website & Portal
On the Web3 side, things are lining up:

As a reminder, our token is ready and will launch on Base and Immutable.
In the meantime, it's going through security audits as a safety measure as we're now nearing launch.

Portal has been upgraded
We found and solved bugs, we improved stability, and more importantly — the Web3 Game Features previously presented are now all staged for deployment!
In this quarter, we'll be releasing our Social Game, War Bonds (our currency layer) and early Web3 Missions.


Community & Marketing
We’ve crossed 10,000 Steam wishlists, which is a milestone worth celebrating.

Our marketing approach is shifting too. Instead of trying to bruteforce our way, we’re focusing on niche communities around roguelikes, strategy games and indie devs. Reddit is going to be a key channel, along with organic event organizers and small groups where gamers get curious.
Historically, these audiences engage more and convert better to actual players.
It’s a healthier ecosystem to grow in, and a noticeably stronger signal of interest.

As a consequence, we’ve rebuilt our website into a welcoming landing page to maximize conversion and reflect the new direction.

New Game Trailers are in the works, and we’ll soon be updating the Steam page to match the new visuals and gameplay.
What's Next?
The old version of the game was fun, but it always felt like we were trying to punch above our weight in a genre that demands endless resources and impossible expectations.

With this new direction, things just click better.
The battles are bigger, the strategy is deeper, and the path to launch feels a lot more solid.

Thank you all for sticking with us through the pivots, the experiments, and the delays.
The next playtest is where it gets real — you’ll finally get your hands on this new version, and we’re excited (and a little nervous!) to see how you’ll push it, break it, and hopefully love it.

Looking to next month, our main goals are:
• Finish and stress-test the full core Gameplay Loop
• Lock in the visual rework across UI, UX and VFX
• Launch the Social Game (Beta) on Portal
• Launch the War Bonds (Beta) on Portal
• Launch the Web3 Missions (Beta) on Portal
• TGE Date Announcement based on Partners & Blackwatch consensus
Reminder
All information contained in this page is subject to change.
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