Devlog · Campaign ·
Campaign Devlog #1: Act I is finished
Act I of The Long Watch is finished: thirty-five waves, three bosses and the whole hill. The free demo shows only its beginning, up to wave 20. Here's what the rest of the first act holds, and a word on Act II, which we're working on now.

Until now, every devlog was about the demo. This is the first one about the campaign, the full game. And it starts with good news: Act I is finished.
The free demo shows only its beginning. It ends at wave 20, with Sir Roderic as its final boss. The full first act goes on to wave 35, and the map above is all of it: Farpost on the left, every road the Mist can open and every post waiting at the end of them.
Three bosses, not one
- Sir Roderic, the Hand of the King, comes at wave 15 in the campaign, and he is only the first.
- Sister Maelis arrives at wave 25. She isn’t possessed, and that’s the frightening part. She doesn’t come to fight: she preaches, puts out the lights and calls her faithful, one more each time. Only one thing breaks her calm: someone cutting her chant short.
- Lord Aurel closes the act at wave 35. Roderic was the King’s Hand; Aurel was his Eye. He never needed a sword, because he takes yours: each chant possesses your own defenses, two at first and three later. In his last phase he plants himself and grabs two at a time, and keeps doing it while he walks. Stunning him cuts every chant short.
Each of them has their full story in the Bestiary, and the last line is only written once you’ve beaten them.
A second half that pushes back
- The steppe: from wave 17 the road leaves the meadows and the land changes under your towers.
- Shields start at wave 26, a third layer over armor and health that asks for a different answer.
- The Runic Golem joins the horde from wave 25: stone with its joints lit in the color of its shield.
- The Commander keeps sending orders every five waves up to wave 30, not just the two dispatches of the demo.
- Burning a champion pays more: in the campaign it gives you either a war card for one of your defenses or one more card offer.
The whole Workshop
What the demo keeps sealed at the Workshop opens in the full game: the Ice Mage and everything that hangs from it, the war plans for every defense and a fourth power slot at the Commander’s post. Everything you buy in the demo stays with your profile.
And Act II
We’re working on Act II now. When Farpost holds to the end, the road keeps climbing the hill. We’ll show it when it’s ready.
If you’ve reached wave 20 in the demo, you’ve seen the beginning. The rest of the watch is waiting in the full game. Add The Long Watch to your Steam wishlist and join us on Discord to hear when it’s coming. See you at the palisade.