COLLAPSE RPG key art CRT-10
● RECCH-10
EARLY PROTOTYPE 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.

ART & ASSETS

CURRENT RELEASE

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.

ROADMAP

NEXT UP

  • Roll for new defenders and build a lineup: a growing roster of cards, four colour-bound slots, and a bench that keeps its levels.
  • More defenders to find, and a real boss to close out the region.
  • Sound — effects for every pop, summon and hit, plus music.
  • A tutorial for the first battle, and a balance pass across the later levels.
  • Settings, a pause button, and colourblind glyphs on the tiles.

LATER

  • New regions, each with its own enemy faction and palette.
  • Upgrades for the board itself, so your base does more than add HP.
  • An ending: a final boss, and a reason to keep chasing stars.
  • A juice pass — hit-stop on big combos, summon fanfares, proper transitions.

MAYBE

  • A desktop release, with achievements and cloud saves.
  • Phone builds, portrait-locked, with haptics.

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

RELEASE NOTES

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.