Deck of the Fallen – Card-Based Tower Defense

Deck of the fallen

About

Deck of the Fallen is a solo-developed tower defense game I’ve been building alongside my studies at Epitech since Summer 2024. Developed in Unity (C#), the game blends deck-building mechanics with open-grid tower placement, offering a deep, customizable defense loop in a post-apocalyptic setting.

Over the past year, I’ve continuously iterated, starting with a prototype to test the feasibility of my ideas. What began as a personal experiment has grown into a game with evolving systems, modular design, and its own emerging identity — and I’m proud to have kept it alive throughout my academic year.

📺 Devlog Series: YouTube – CrystobalDev
🎮 Play the game: Itch.io
🧩 Source Code: GitHub


Project Info

  • Role: Solo Developer (Game Design, Programming, Visual Systems)
  • Duration: Ongoing (1 year)
  • Engine: Unity
  • Language: C#
  • Platform: PC (Windows)
  • Tools: ScriptableObjects for cards, enemies, and units

🎮 Introduction

In Deck of the Fallen, the player must survive waves of post-apocalyptic monsters by strategically placing cards on a free-grid battlefield. Unlike most tower defense games, there are no pre-built lanes – enemies forge their own path toward the player’s base, and defenses can be placed anywhere.

The player builds a custom deck before each game, drawing cards, using a mulligan system, and adapting their hand after each wave.

🧠 Between waves, a merchant offers booster packs – players choose one, unlock the cards for the current run, and permanently add them to their collection if new.


🧠 Gameplay Systems

Card Mechanics

  • Each card represents a unit, structure, or tactical action
  • Types include:
    • Resource units (gather food, scraps)
    • Combatants and melee attackers
    • Building repair units
    • Flame turrets, molotov throwers, and barricades
    • spawners that generate additional defenders or ressources over time

Economy System

  • Food – spawns units
  • Scraps – builds structures
  • Gold – triggers powerful “stratagems”

Deck Management

  • Players build a deck before battle
  • Mulligan system at the start (1 free reroll)
  • 2 new cards drawn per round to allow for evolving defense strategy
  • New cards from the booster marchant

Progression & Star System

  • Survive waves with minimal damage to earn stars
  • A “Perfect 3 Stars” is awarded when the player takes zero base damage

🪙 Boosters unlock cards for the current run – and if the player hasn’t unlocked the booster yet, they’ll permanently gain access to it for future matches.


🧠 Enemy Archetypes & AI

Each wave introduces unique challenges. Enemies vary in behavior:

  • Kamikazes destroy themselves on impact
  • Base-focused units head straight for your core
  • Saboteurs target buildings and support units
  • Hunter-types track down resource gatherers

All enemies are modular and managed via ScriptableObjects, making the system easily expandable.


🎨 Visual Design & Atmosphere

While early versions used placeholder assets, I’ve gradually transitioned toward a hand-crafted post-apocalyptic visual style, including:

  • Custom-drawn cards
  • New 3D models (gradually replacing temporary ones)
  • Atmospheric color grading and VFX
  • Themed assets inspired by nuclear ruin and desperation

🧱 Most visuals currently combine free Itch.io assets with my own designs. I’m gradually acquiring or producing replacements to refine the game’s tone.


📚 What I Learned

  • How to architect a full-scale Unity game using modular design principles
  • Using ScriptableObjects to manage cards, enemies, and units cleanly
  • Creating a tight, replayable deck-building game loop
  • Designing an intuitive mulligan system and resource economy
  • Handling large solo development across time — from prototyping to visual polish
  • Listening to player feedback during early playtests to balance gameplay and eliminate bugs

💡 My biggest challenge was working without visuals for a long time, which made the project feel stuck in a prototyping phase. But pushing through led to the creation of a real playable experience — and a unique gameplay loop I’m truly proud of.


🧠 Future Plans

  • Add full save system for decks, progression, and card unlocks
  • Expand the demo campaign to 5+ levels
  • Polish UI and transition fully to hand-crafted assets
  • Eventually consider releasing a commercial version or evolving the engine for future projects

📖 Narrative: The “Fallen” are survivors of a nuclear apocalypse, desperately defending themselves against mutated creatures and hostile forces. Each battle is a last stand for humanity’s remnants.