TREEFALL

A roguelike tower defense where a living tree carries a tower of living weapons, drawn like a 1930s cartoon and staged like a paper theatre.

Trailer · 90 seconds · in-engine footage
The show

Build a tower one floor at a time, and keep it standing.

Every floor of the tower is a weapon with a face: a minigun, a beehive, a flamethrower. Floors buff the floors next to them, two legendary neighbours fuse into an evolved weapon, and every boss you beat leaves a curse that makes the next act harder and the score bigger.

Genre
Roguelike tower defense
Modes
Normal · Hard · Endless
Engine
Unity 6
Languages
English · Turkish
Target
PC (Steam) · 2027
Why it plays differently

Three decisions in every camp

A six-floor tower of weapons in the pale desert

Stack and link

Floor order matters. Matching neighbours form pairs such as Oiled Flame or Charged Beam, and the non-firing Foreman floor powers the weapons above and below it.

Two legendary floors fusing into an evolved weapon

Fuse

Two adjacent Legendary floors can fuse into one of ten evolutions, freeing a slot and changing how the weapon fires.

The curse menu after a boss

Take the curse

After each boss you must pick a curse. Rarer curses hit harder and pay more score, so record runs are deliberate risks.

Programme

Hard mode: three acts, then endless

The grove
Act I · waves 1–16

The Grove

Slimes, shields and splitters. Learn to build.

Ash Shell firing its mouth laser
Act II · waves 17–32

The Pale Desert

Sand gulpers and ash flies. Ash Shell climbs out of a rift at wave 32.

Bog Mother rising from the marsh
Act III · waves 33–48

The Black Marsh

Leeches and lantern bugs. Bog Mother rises at wave 48; endless follows.

Cast list

Content in the current build

27Weapon floors17 families including two support floors and the Foreman, plus 10 evolutions
13Enemy types6 base slimes and 7 biome variants, two of them flying; any of them can roll one of 8 affixes
5BossesThree grove bosses, Ash Shell and Bog Mother
3BiomesGrove, Pale Desert, Black Marsh
15CursesFour rarities each, stacking without limit in endless
11HomesStarting homes that change one rule each, with their own animated tree
64QuestsUnlock weapons, homes, curses, charms, items and cosmetics
11ChallengesFixed rule sets with unique rewards, plus a boss rush
Stills

From the build

Status

Where the production stands

Done

Playable, content-complete core

  • Normal (24 waves), Hard (48 waves + endless), challenges, boss rush
  • Full art pass in one style, original ragtime score and synthesized sound effects
  • Quest and unlock progression, collection with item pool toggles
  • English and Turkish text throughout
Next

Toward launch

  • Balance from external playtests
  • Steam page, demo build and festival slot
  • More homes and a second weapon wave
  • Controller polish and Steam Deck verification

ADMIT ONE

Contact: memoryinteractive@gmail.com · Build and gameplay video available on request