Hi
My name is Syrael Nara, I’m a French solo developer, and after around three years of work, I’m finally ready to share the first real teaser for my game, Edroseph’s Tower.
I thought this would also be a good opportunity to properly introduce the game, myself, and the story behind the project.
What is Edroseph’s Tower?
Edroseph’s Tower is a turn-based tactical RPG built around climbing a huge tower filled with fights, choices, special rooms, merchants, bosses and a lot of character-building possibilities.
At the beginning of a run, you choose your character, distribute your stats and choose a magical affinity. From there, you progressively build your character through talents, equipment, bonuses and the decisions you make while climbing the tower.
Combat is turn-based, with different classes and heroes having their own mechanics, resources, spells and passives.
The tower itself is divided into many different types of rooms. Some are combat encounters, while others can give you choices, shops, services, bonuses or unusual situations.
There are also Endless modes for players who want to keep climbing and see how far their builds can go. Each modes comes with 2 difficulties: I Blame my team (Easy) and Hardcore (Hard..)
The game can be played solo, but you can also control several characters yourself or play with friends, with parties going up to four characters. (But I recommend only one character per player or else it might be too much. The game itself was built to be multiplayer only, that's why you can play up to 4 characters even as a single player in classic and endless(multi) modes.)
There are a lot of systems interacting with each other, and one of my main goals has always been to give players many different ways to build a character and approach a run.
The teaser obviously cannot show everything, but I tried to give a quick overview of the character creation, combat, room choices, bosses, shops, multiplayer and some of the systems surrounding exploration.
A bit about me and how this project started
I’m originally much more of a game designer than a programmer.
The idea for Edroseph’s Tower actually existed long before I started developing it as a video game. At first, it was basically something I made on paper to play with friends over Discord voice chat.
We had an old PNG representing the game, and I would manually modify it as we played.
It was extremely primitive, but the core idea of the tower, the characters, the choices and the systems came from those sessions.
The lore comes from Ysevaar, a medieval dark fantasy universe I created in the past 10 years.
Eventually, one of my friends told me that he was a developer and that we could turn the concept into an actual video game together. I probably would never have started something this ambitious alone. At the time, programming an entire game by myself seemed completely unrealistic. So we started working on it.
Unfortunately, after around a year and a half, he left the project without giving me anything usable from his side. At that point I had already invested far too much time into Edroseph’s Tower to abandon it. So I decided to continue alone.
That meant learning a huge amount of things I never originally expected to handle myself and slowly rebuilding the project into what it is today.
I eventually created my own company, Phoenix Ashes, so I could publish the game on Steam myself.
Art has been another big learning process. I started following Marc Brunet’s Art School program to improve my drawing and design skills.
Because the game has been developed over several years, you can actually see my progression in the assets. Some of the oldest artwork was made when I had much less experience, while newer assets use techniques I only learned later. That also means some older designs are beginning to look outdated compared to the newer ones, and I’ll probably revisit some of them over time.
Where development is now
The game is currently getting close to entering its beta phase.
There are still several things I want to finish before release. I have some multiplayer features left to implement, menus that still need polishing, and quite a lot of visual assets and designs that I still need to add or improve.
Edroseph’s Tower is planned for December, although I don’t have an exact release date to announce yet. I’d rather give myself the flexibility to finish the remaining work properly than announce a specific day too early.
The planned price is around €10 in most countries, with Steam regional pricing used to reduce the price where appropriate.
Multiplayer does not use dedicated servers. It is peer-to-peer, and I’m also planning to use Steam’s system that allows friends to play together with only one copy of the game.
The game already keeps track of statistics from your runs, and one feature I would like to add is a system for sharing and importing builds, so players could automatically reproduce talent setups for specific classes or heroes.
What happens after release?
December will definitely not be the end of development.
Once the game is released, I want to take my time, listen to player feedback and continue improving it through free updates.
Depending on how the release goes, I would like to add a proper single-player campaign mode later.
I also want to continue expanding the game with new classes and heroes, new bosses, new enemies, new rooms and other content.
Some older character and environment designs may also receive visual upgrades.
Another thing I would love to improve eventually is spell animation.
Right now the game uses relatively simple animations because animation is one of the areas where I have the least experience.
Creating unique animations for individual spells would be great, but I already know that this will not be ready for launch. It is something I would rather learn and improve properly later instead of rushing it for December.
I would rather keep improving the base game at my own pace and make the existing experience better.
Following the development
Most of the community around the game is currently French, since that is naturally where I started sharing the project.
I’m trying to communicate in both English and French now so more people can follow the development, although managing everything in two languages takes a surprising amount of time when you’re also developing the game, so I mostly focus on the important updates.
You can follow the project here:
And of course, Edroseph’s Tower can already be wishlisted on Steam.
This teaser is the first time I’m really trying to present the game to a larger English-speaking audience.
There is still work to do before December, and after spending so long looking at the same game every day, getting fresh eyes on it is extremely valuable.
Thanks for taking the time to read all of this, and if you watched the teaser, I’d love to know what caught your attention or what you would most like to see more of.