The Bloodmark — State of the Game

The demo is live. Here's an honest accounting of where everything stands before I start pushing the game into its next phase.

Combat is the most polished system. Five classes in a circular advantage cycle — Soldier, Archer, Mage, Guardian, Rogue — each with a 1.5× advantage and 0.5× disadvantage. Lane-based fights, animated health bars, type-advantage badges on every card, auto-assign, retreat, number keys for quick assignment. It feels good to play.

Dungeon exploration is solid. BSP-generated floors seeded per-run, 23 object types, fog of war, a full event log with Jerad commentary. The object variety is genuinely meaningful: shrines, cursed shrines, statues, gambling dens, gambits, merchants, recruitment cages, trapped chests. Boss floors every ten levels, elite floors every five. The dungeon feels alive.

Town has real depth that's easy to miss from the outside. Fifteen buildings across three tiers — Barracks, Smithy, Scout's Tent, Infirmary, Sawmill, Quarry, Marketplace, Archery Range, Mage Sanctum, The Bastion, Shadow Lodge, Alchemist Lab, Hero's Guild, Great Forge, and the Command Spire at the center of it all. Wood, stone, iron, and gold all have roles. The Tier 2 buildings gate behind blueprints found in dungeons, which gives delving a real strategic purpose.

Overworld is built but not yet fully wired into the progression loop. The world map scene exists with generators, keeps, nodes, and a camera. Keep conquest — the two-phase army/delve system — is the next major feature push.

What doesn't exist yet: crafting, equipment, spells, meta-progression between runs, and a working leaderboard. Those are on the board.

The name on the tin is DireWeasel Studios LLC. Let's build something worth the mark.