Station Builder

Step into a puzzle-y blend of Roguelike, Base-Building, and Tower Defense set in space. In this prototype, you must expand your station, manage your resources, and protect the CORE module against waves of enemies.

  • BLUE modules expand your module limit; exceeding this limit will result in a penalty.
  • RED modules defend your station by attacking enemies automatically.
  • GREEN modules grant the opportunity to repair damaged modules after an attack.
  • YELLOW modules generate Credits, which can be spent on permanent upgrades at the end of each round.

Each module features unique Quests that require specific colored neighbor modules. Fulfill these Quests to trigger massive production bonuses!

Development Status

The current version is an early prototype designed to test the core game loop, design mechanics, and overall fun.

Future updates may include:

  • Visual Improvements: Better UI, animations, and particle effects.
  • More Content: New modules, diverse enemy types, and a wider pool of perks.
  • Balance & Polish: Gameplay refinements based on testing & player feedback.
  • Audio & Music: Immersive sound effects and an atmospheric soundtrack.

Your Feedback Matters!

Since this is an early prototype, your input is incredibly valuable. What feels satisfying? What is too difficult? What kind of enemies or Perks would you like to see? Please leave a comment and let me know!

Updated 2 days ago
Published 9 days ago
StatusPrototype
PlatformsHTML5
AuthorFernofai
GenrePuzzle
Made withUnity
Tags2D, Isometric, Roguelike, Tower Defense

Development log

Comments

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(+1)

Hey, really good idea. I see that the vibe of the game could be really cool.
What I liked:
- Fulfilling a quest of a tile was nice (even though I did not know what it did, and I realized after 5 minutes how to complete these quests)
- Time Cost for tiles is an amazing way of time progression
-  the minimalistic visuals

Now for what I struggled with:
- Knowing that fulfilling a quest is not about adjacent tiles but about connected lines of colour
- Knowing what "Production" means for every tile. Is Production for red = fire power?
- Remembering which tile had which quest (In Professor Puzzle we had markers for this that you can lay on the tiles, maybe this could be a way)
- Having a lot of money and not being able to buy 2 upgrades at once :D
- Seeing the actual time till the next wave
- The relevance of HP, as I did not know which buildings are attacked first, so I did not know what to prioritize

What I recommend:
- different Tower designs for each individual tower
- more special abilities for towers which could synergize, that perks are not merely stats upgrades but mechanic upgrades
- more neighboring synergies like "+10 % HP to tiles if 3 green tiles connected". "Double trigger adjacent tiles" (Maybe look at 9 Kings for that)

Don't take this post too rough, it's a really nice concept and I would love to see how this evolves!

Hey, thank you so much for the detailed feedback. Lots of the stuff is already planned, like most importantly a better introduction to the mechanics and better visualization of key information (like quest progress). I have to see how far I can go with perks introducing actual new mechancis, but I have some ideas already and utilizing the neighboring mechanic more is a great idea.

(+1)

Really liking this, once i found out "neighboring" didn't necessarily mean directly touching and it was just touching a group of the other colour it made things easier


Maybe have a little icon on the tiles once they are "complete" so you can see without hovering where you need to focus new tiles? 

Thank you! A visual clue for whether a quest is completed is a great idea - I’ll put it on my list for a future update.