Announcement ·

The first trailer for The Long Watch

The fog rolls in. Watch the first trailer and find out what waits beyond the palisade.

After months of work we can finally show The Long Watch in motion. Torches, fog, the first big waves and a fort on a hill that has been waiting for you. Hit play, and if you like what you see, add the game to your Steam wishlist: it is the best way to help a small studio.

You just arrived. The old Commander knows why the fort is here. Go ahead, ask him: he didn’t tell the last captain either.

The Long Watch is a roguelike tower defense where the map itself tells the story. Every wave, you push the mist back one stretch of road with your light — and the road decides where the enemy walks, where your towers stand, and what you’ll find out there.

The map narrates

No two watches are alike. Choose how the road grows from a draft of terrain shapes, discover mana veins, barrels and ruins under the fog, and stumble into the people the Mist left behind: a besieged camp, a graveyard with five green flames, a village with its lights still on. Every event is a deal. Failing one doesn’t end the run — it makes the world stranger.

Light is territory

Clearing the road isn’t enough: you have to keep it lit. Torches hold the Mist back; the enemy sends censer-bearers to snuff them out, and a tower in the dark can’t see. Your torch bearer relights them — for free while his courage lasts, for gold once it runs out.

Six defenses, two doctrines each

Archer, ballista, catapult, arcane mage, fire mage, frost mage. Each tower type learns its craft by fighting and unlocks two opposing doctrines — bleed or burn, mark or detonate, freeze solid or shatter shields. Pick upgrades from the armorer between waves, temper your steel, and build a different arsenal every run.

Three acts, one long watch

Act I — Farpost. The hill, the palisade, the mist. Thirty-five waves, three bosses, the people the Mist left behind, and one crack under the hill that does not close.

Act II — Lowgate. The town at the foot of the castle. Two roads, two hordes, drums in the dark. Towers that break and must be repaired, new defenses to raise, a witch who sells cards for blood, and a siege that hits the gate itself.

Act III — The Courtyard. Inside the castle walls, where the watch began. Everything you learned, against everything that was waiting.

  • Procedural, player-drafted maps
  • Fog, torches and darkness as core mechanics
  • Layered enemies: shield, armor, life — every tower hits each layer differently
  • Permanent progression at the Armorer’s Workshop between watches
  • Full English voice acting, Spanish and English text
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