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Development log

Notes from the workshop: how Castle Arena and its sibling games are being built, what we tried, what broke and why each decision was made.

Where we are
Done
  • The core battle: build, and your troops march and fight on their own
  • 14 factions, each with its full set of abilities
  • 15 arenas, with weather and day and night
  • Single player against the AI, and a training that teaches by playing
  • Online 1v1 through Steam: rematch, reconnection and spectators
  • Team battles from 2v2 to 4v4, online with up to 8 players
  • Replays, Highlights and video export
  • Seven languages: English, Portuguese, Spanish, German, French, Russian and Chinese
  • Steam Workshop: share replays, coats of arms and game modes
In progress
  • Balance passes across all factions
  • Final look of the flying troops
  • A leaner economy and a field three times larger
Next
  • The Steam store page
  • A new host when the host leaves, so the room carries on
Oct 25 2026

Where We Are: the Month in Numbers and What Comes Next

PROGRESSPOST #23

The close of the series. How many commits, weapons, tests and languages each game has today, what is pending in each one, and what comes next.

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Oct 25 2026

Kastle Studio: the Bench Where the Numbers Live

TECHPOST #22

Four games tuned by hand, each in its own code, was an invitation to mistakes. Kastle Studio is the bench where everything the engine and the games have is seen, tuned and measured: creatures, effects, numbers, and what a change does to every matchup before it goes in.

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Oct 25 2026

Kastle: the Engine the Four Games Share

TECHPOST #21

Kastle holds everything our games have in common, from the 3D world to lockstep multiplayer, and none of their rules. In sixteen days it gained 235 effects, 164 creatures, Warcraft III orders and abilities, a network that survives drops and a lint that hunts desyncs before they happen.

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Oct 25 2026

Custom Hero Survival: 122 Abilities, a Ledger and a Tavern

DESIGNPOST #20

The fourth game rebuilds Custom Hero Survival Z2.6 rule by rule, with a ledger that cites the script line behind every decision. In fifteen days, the map's 122 abilities, the shops, the bets, the chat commands and a tavern full of heroes behind the menus.

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Oct 25 2026

Line Tower: the Maze That Gave Birth to the Engine

DESIGNPOST #19

On October 9, a protected map of 34 thousand lines was read inside out and became Line Tower. The same day, so the third game would not start from scratch, the core of Castle Survivors became Kastle, the house engine.

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Oct 25 2026

Castle Survivors: Seventeen Worlds, Co-op and the Road to Steam

PROGRESSPOST #18

From the original island to seventeen worlds, from one language to five, from prototype to a Steam test build in one command. Castle Survivors' second week, with a tutorial, Quick Match, Workshop mods, accessibility and a hardened network.

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Oct 25 2026

Castle Survivors: a Castle, an Island and Ninety Weapons

DESIGNPOST #17

The house's second game was born on October 6 and within two days had an island, a castle that grows, ninety weapons faithful to Tower Survivors 1.91, bosses with mechanics of their own and multiplayer. How it was put together, from the headless simulation to a sky with sun and moon.

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Oct 25 2026

Castle Arena: a Map Editor, the 15th Arena and the Arena HUD

PROGRESSPOST #16

After the fog of war, Castle Arena gained a map editor with the plan and the 3D scenery in one window, Moss River as its 15th arena, troops and creatures from new packs, a HUD style after Dota 2 and TFT, and Castle Fight's rules read straight from the map's script.

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Oct 25 2026

One Month, Four Games and One Engine

VISIONPOST #15

The devlog went quiet for two weeks because the workshop grew. Between October 2 and 25, Castle Arena gained three siblings and an engine they share. This series of nine posts tells what was built, game by game.

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Oct 08 2026

Old-School Fog of War

DESIGNPOST #14

The clouds are gone. Fog of war now works like in classic RTS games, with black where you have never looked, a dim veil over explored ground and live sight from your troops.

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Oct 08 2026

A Leaner Economy, a Field Three Times Larger

DESIGNPOST #13

The economy got tighter, the AI learned to upgrade early, damage now varies from hit to hit and the battlefield nearly tripled. All of it is still in the lab, waiting for one joint rebalance.

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Oct 06 2026

New Faces, New Walls, New Sound

ARTPOST #12

Four races got new 3D models and buildings, battles got a soundtrack and a voiced herald, and every troop now marches 1.5x faster. A look at two days of work on how the game looks and sounds.

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Oct 04 2026

Eight People, One Battle

TECHPOST #11

Team battles are now truly online, from 2v2 to 4v4, with a person in every seat. How eight computers stay in the same match, what happens when someone drops, and what testing with eight windows open caught.

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Oct 03 2026

Castle Arena So Far, in Numbers

PROGRESSPOST #10

A candid receipt of the first three days: commits, lines of code, factions, troops, tests and screenshots, all counted from the project itself. Plus what's still missing.

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Oct 03 2026

Fourteen Factions, One Ability Engine

DESIGNPOST #9

Castle Arena has fourteen factions and six arenas. This is the story of the update that gave every faction its complete ability kit, and of teaching the AI how to weigh it.

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Oct 03 2026

Many Ways to Play

PROGRESSPOST #8

Game modes you can mix like a recipe, a mode builder with 48 commands, drafts and best-of series, and the new 2v2 and 3v3 team matches.

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Oct 03 2026

Two Hard Problems

TECHPOST #7

Why melee soldiers used to walk in place behind their friends, how 13 movement rules were put to the test, and what happened when some troops took to the air.

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Oct 02 2026

A World Worth Watching

ARTPOST #6

Six arenas, a sky that changes through the match, storms, rare events and skittish wildlife. Plus the compact HUD, your own coat of arms and the accessibility options.

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Oct 02 2026

Playing Together

TECHPOST #5

How Castle Arena plays online through Steam: two computers run the same battle and trade only orders. Plus reconnection, spectators, replays and Highlights.

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Oct 02 2026

Teaching by Playing: How We Built the Training

DESIGNPOST #4

Five short lessons and a proving battle, each one a real match. How the training teaches without walls of text, why its hints fade as you improve, and why multiplayer only recommends it.

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Oct 02 2026

The Balance Lab: Thousands of Matches Before One Number Changes

BALANCEPOST #3

How we balance Castle Arena. An automated judge that pits the AI against itself thousands of times, the stalemate problem it uncovered, and why we diagnose before we touch a single number.

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Oct 01 2026

Gold That Works: The Economy

DESIGNPOST #2

Income every seven seconds, a tax that grows with your earnings, lumber that comes back from your barracks and a single Rescue per match. How the economy works, and why we built it this way.

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Oct 01 2026

Welcome to Castle Arena

VISIONPOST #1

A strategy game where you never give a single order to a soldier. What Castle Arena is, who we are making it for, and what already works today.

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