COLLAPSE RPG key art CRT-10
● RECCH-10
PLAYABLE PUZZLE BATTLERNOT IDLE

COLLAPSE RPG

A collapse puzzle funds a lane battle: pop color groups to summon fighters, and push the enemy keep down before yours falls.

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ABOUT THIS GAME

Real-time hybrid in a portrait phone-shaped column: the collapse-puzzle board on the bottom two-thirds pays for the lane battle running along the top. Each color feeds one defender’s summon meter — Warrior, Archer, Healer, Mage — and an n-tile group pays n², so building a big group beats popping early. Nothing blocks a lane; damage knocks fighters back by weight, so heavy warriors drift to the front on their own while the squishies get shoved. New tiles take time to form, and goblin waves escalate on a timer, so digging for the color you need is the game and turtling has a deadline.

CURRENT RELEASE

v0.0.6

2026-08-09
  • New SETTINGS screen behind the gear on every screen between battles — sound, display and save options all in one place, and BACK always returns you to where you came from.
  • Colorblind mode marks every tile colour with its own shape in its own corner, so a matching group lines its marks up and reads at a glance without relying on colour.
  • Reduced-motion mode switches off the decorative animation — particle bursts, screen shake, pulses and the whole chest-opening flourish — while damage numbers, health bars and everything else that tells you what is happening keeps working. It also turns on automatically if your system asks for reduced motion.
  • The music and sound sliders and the mute switch moved onto the settings screen, replacing the little pop-up panel.
  • Reset save lets you start completely fresh from inside the game — it takes two deliberate taps, so you can't wipe your progress by accident.

ROADMAP

NEXT UP

  • Stop a battle mid-fight and pick it back up, or bail out to the hub.
  • Warchief's Gate gets a proper boss with its own health bar instead of one more wave.
  • Roll costs, gold income and the later levels tuned against how the game actually plays.
  • Proper pixel type everywhere, to match the art.
  • A hosted build on Itch with a feedback link, so you can play without installing anything.

LATER

  • New regions and enemy factions: Undead, Frostlands and beyond, each with its own look and its own monsters.
  • Abilities for rarer defenders — a high-rarity card should bring a mechanic, not just bigger numbers.
  • An ending worth reaching: a final confrontation, a run-complete screen, and something to keep chasing stars for.
  • A juice pass: hit-stop on big combos, summon fanfares, a proper base-destruction sequence.
  • Bespoke art for the healer and the scenery, retiring the recoloured sorcerer and the hand-drawn backdrop props.

MAYBE

  • A desktop release on Steam, with achievements and cloud saves.
  • Native iOS and Android builds, with haptics on every pop.

Plans, not promises — no dates, and any of it can change.

RELEASE NOTES

v0.0.5

2026-08-09
  • The game has sound. Every pop, summon, sword swing, arrow, spell and knockback now lands in your ears, and there's music behind the war chest and behind the fighting.
  • Bigger collapses sound bigger. A pop's pitch rises with the size of the group you took, and a hit gets louder the harder it shoves — so you can hear a good move before you see the result.
  • The chest has a voice now. Each rarity has its own build-up and its own reveal, climbing all the way to a legendary that winds up, goes completely silent, and then erupts.
  • Volume is yours: a gear button on the war chest, the map and the codex opens separate music and effects sliders, and the battle screen has a mute button for when someone walks in. All of it is remembered between sessions.
  • Save format changed — progress resets to a fresh save this once.

v0.0.4

2026-08-06
  • New: ROLL for new defenders. Spend gold on a chest, watch it shake, and see what comes out — the better the pull, the bigger the eruption, right up to a legendary that fakes you out before it opens.
  • New: a rarity ladder from E to S. Each step up roughly doubles a fighter's health and damage, so a lucky pull genuinely changes your run. Rarer cards cost more to level, and every card keeps its own level whether you field it or not.
  • New: eight more defenders to find — a swashbuckler, a fox, woodland folk, and a set of recoloured champions.
  • New: LINEUP. Once your collection outgrows the starting four, you choose which four deploy and which tile colour each one rides. Their faces then appear on the board, so you're still tapping the fighters you want.
  • No roll is ever wasted: a duplicate pays out shards, and shards buy any card you're still missing outright. If the chest is being unkind, a counter on screen tells you exactly how many rolls until a good one is guaranteed.
  • Save format changed — progress resets to a fresh save this once.

v0.0.3

2026-08-04
  • New: your first battle now teaches you the game. Four short prompts cover tapping groups, why big groups pay so much more, how popping a colour summons that fighter, and why the front line shoves. The battle pauses while you read, so nothing sneaks up on you — and you can skip the whole thing.
  • New: the CODEX, on the war chest. HOW TO PLAY replays every lesson as a little animation you can watch as long as you like.
  • The codex also holds your roster: every defender and every enemy you've met, with their sprite, what they're for, and how they compare on health, damage, speed and weight.
  • Locked silhouettes sit alongside them — fighters and monsters that aren't in the game yet, so you can see there's more coming.
  • Save format changed — progress resets to a fresh save this once.

v0.0.2

2026-08-04
  • New: the War Chest — spend battle gold on one-button level-ups for your four fighters and your keep, with full stat previews before you buy.
  • Each role levels what makes it that role: the warrior gets tougher and harder to shove, ranged units buy reach, the healer mends for more.
  • New: the Wildlands map — ten levels; replay anything you've beaten to grind gold, and chase best clear times plus three-star ratings (stars = how healthy your keep survived).
  • Battles now end with RETRY / NEXT / SELECT / UPGRADE, so you're one tap from wherever you're headed next.
  • Save format changed — progress resets to a fresh save this once.

v0.0.1

2026-08-04
  • First playable build: pop groups of colored tiles to summon fighters and push down the enemy keep before the goblins flatten yours.
  • Four summons — Warrior, Archer, Healer and Mage — each charged by its own tile color; bigger groups pay off far more than quick small pops.
  • No lane blocking: damage knocks fighters back by weight, so your heavy warrior naturally ends up holding the front line.
  • Goblin and orc waves escalate on a timer across three levels of rising difficulty — turtling has a deadline.
  • New tiles take time to form, so plan your digs instead of mashing; every kill banks gold for the upcoming upgrade shop.