Lost Deck TD


Prototype Version 1.25 · Engine: Godot 4.x (GDScript)

🎯 What is Lost Deck TD?

Lost Deck TD is a turn-based roguelike where you build a hexagonal world through card play, determine the paths attacking monsters must walk, and construct a perfect defense with towers, elements, and city development — before the waves become insurmountable.

Genre Tags

Roguelike · Deckbuilder · Tower Defense · Citybuilder

Unique Selling Point (USP)

You don't just build the city — you build the world that you and your enemies must navigate.

Path length, routing, and monster timing are active strategic decisions.

Your card draft determines which terrains, towers, and elements are available to you — terrain bonuses, recipe clusters, and element fusions reward forward-thinking combinations.

Every card shapes the world, every placement has long-term consequences.

Inspiration Titles
TitleRelevance
Warcraft 3 Element TD  Tower defense love, element combination system
Slay the Spire Roguelike deckbuilder, metaprogression, run identity through draft
Dorfromantik / Terrascape
Hexagonal tile placement, recipe system
Loop Hero Tile placement creates global effects + adjacency bonuses
Nordhold Tower defense + city expansion + resource management

🔄 Core Loop

Each round consists of three phases:

1. Player Phase
  • Draw cards (5 cards, expandable)
  • Play cards: Place terrain, build paths, construct towers/buildings, upgrade towers
  • Interact with POIs: Visit merchants, destroy monster spawners, activate watchtowers
  • Optional actions: Redraw (R), Undo (Backspace), building actions
  • End turn manually (Space)
2. Monster Phase
  • Monsters spawn at active spawn points and walk toward the base
  • Various monster types: Normal, Armored, Shield, Fast, Stealth
  • Towers fire automatically (Stealth only with Scout reveal)
  • Monsters reaching the base: −1 Life
  • Cards can also be played during the Monster Phase (except path cards)
  • Pause (P): Freezes simulation — UI, building, and interactions remain active
3. Wave Cleared
  • Statistics, next wave preview (with type composition), process level-ups

🎮 Controls & UI

KeyAction
Space End Turn
Backspace Undo
R Redraw (10 Gold)
P Pause (Simulation)
F1 Debug Panel
1-5 Speed (1×, 2×, 3×, 5×, 10×)
Right-click Hold Card
Scroll wheel Zoom
Middle mouse Pan
WASD/Arrows Pan
ESC Pause Menu (Toggle)
UI Panels
  • InteractionList — Right side, shows all interactable buildings/POIs
  • DebugPanel — Tower/Monster Inspector, Speed Controls, Pause
  • RecipePanel — Recipe codex (all recipes grouped by tier)
  • DeckViewPanel — Deck overview (Draw/Discard/Exhaust)
  • CardPickPanel — Reusable for Merchant, LevelUp, Tower Selection, Trading Post
Language
  • Fully localized: German + English
  • Switchable in Settings → Language

🗺️ The Map

  • Hexagonal Grid — Radius 11 (~400 tiles)
  • Fog of War — Tiles are hidden and revealed through exploration
  • Base Position — Random on the map; starting path always points toward grid center
  • Hidden in fog: Pre-placed terrains, Points of Interest
  • Starting area (radius 2) is guaranteed free of pre-placed terrain and POIs

🃏 Deck System

Starting Deck (9 cards, chosen via draft)
CategoryCount
Terrain 2×2 (Forest, Mountain, Plain, River, Swamp)
Towers 1 (Arrow Tower, Bombard, Scout Tower)
Buildings 2 (Standard: Woodcutter, Fishery, Herb Hut, Quarry)
Paths 1 (Straight +  Curve)
Essence 1 (all element towers)
Card Mechanics
  • Reusable: Cards rotate through the deck
  • Exhaust: Certain cards are exhausted after N plays
  • Hold: Right-click holds a card in hand (5G fee; refunded on unmark or play)
  • Deck Thinning: Trading Post removes cards (exhaust, min. 7 in deck)
  • Level-Up Rewards: Choice of 3 random options (dynamic pool with level gating)
  • Tower Stacking: Same tower card on placed tower = level-up
  • Element Upgrade: 2nd mine of same element upgrades card (Single → Focus)

💰 Resources

ResourceSourceUse
Gold Base income, Marketplace, Fishery, Events Terrain, Towers, Redraw, Trading Post
Wood Woodcutter, Fishery Towers, Buildings
Stone Quarry (Mountain) Advanced constructions

🗼 Towers & Terrain Bonuses

Standard Towers
TowerEffectTerrain
Arrow Tower Single-target (+Chain-Hit on River) Any
Bombard AoE damage Mountain/Plain/Swamp
Scout Tower Fog reveal + Marked debuff + Stealth reveal Any
Single Element Towers
TowerElementEffectSource
Frost Tower 💧 Water 20% Slow (3s, stacks with Swamp) Element source (River)
Flame Tower 🔥 Fire AoE Burn (DoT, decaying stacks) Element source (Swamp)
Thorn Tower 🌿 Nature Poison (DoT, replace-only) Element source (Forest)
Boulder Tower 🪨 Earth Stun + AoE Burst (very slow) Element source (Mountain)

Focus Towers — 2× Same Element
TowerElementEffect
Ice Tower 💧💧 Strong Slow + Freeze chance (Frozen Aura)
Inferno Tower 🔥🔥 Massive AoE Burn (15 stacks, radius 55)
Overgrowth Tower 🌿🌿 Root (movement stop + armor break)
Fortress Tower 🪨🪨 Heavy AoE damage (150) + 3s Stun

Fusion Towers — 2 Different Elements
TowerElementsEffect
Steam Tower 💧+🔥 Slow + Burn
Marsh Tower 💧+🌿 Slow + Poison
Erosion Tower 💧+🪨 Slow + Armor Break
Ash Tower 🔥+🌿 Burn + Poison
Magma Tower 🔥+🪨 Burn + Stun
Quake Tower 🌿+🪨 Root + AoE Damage

Mastery Towers — 3× Same Element

TBD

Tower Stacking

Same card on placed tower = level-up (max level 10). Quadratic scaling:

  • L2 = 1.6× DPS, L5 = 4.5× DPS, L10 = 15.4× DPS
  • Debuffs scale separately: DoT (stacks), CC (duration, cap 2.5×), Slow/Freeze (flat/level)
  • Crits enhance debuffs: Forest placement is relevant for all towers
  • Element towers: +element_level per stack (Single +1, Focus +2, Mastery +3)
Terrain Bonuses
TerrainTower Bonus
Mountain ⛰️ +20% Range
Forest 🌲 +20% Crit (×2.0 damage, also scales debuffs)
Plain 🌾 +25% Fire Rate
River 🌊 +20% Chain-Hit (multi-bounce at >100%)
Swamp 🪾 −20% Monster Speed (adj. paths)

👾 Monster Types

TypeColorMechanicCounter
Normal Red No special abilities
Armored Gray Flat damage reduction (8, max 50%) High burst (Bombard), Armor Break
Shield Blue HP bar Regenerating shield pool (30% HP) Sustained damage, Poison
Fast Orange 1.5× speed Slow (Swamp, Water), Freeze, Root
Stealth Transparent Invisible to towers Scout Tower
Debuffs
DebuffSourceEffect
Slowed 💧 Water, Swamp Reduced speed
Burning 🔥 Fire DoT + armor reduction
Poisoned 🌿 Nature DoT + shield reduction
Marked Scout, ✨ Light +20% damage from all sources
Frozen 💧💧 Ice Movement stop + aura-slow on nearby
Root 🌿🌿 Overgrowth Short stop + long armor break
Armor Break Overgrowth, Erosion Reduced armor

🏙️ Buildings

Standard BuildingTerrainEffectAdjacency-Bonus
Woodcutter Forest +6 🪵income+3🪵/adj 🌲
Quarry
Mountain+5 🪨income+2🪨/adj ⛰️
Fishery Plain/Forest/Swamp + adj. River +3💰 +5🪵income +2💰/adj 🌊
HarborRiver+5💰+2🪵+1🪨income+2🪵+1🪨/adj 🌊
Herb Hut Swamp +1 Life every 2 rounds -1R Interval/2 adj 🌲
Toll HousePlain/River
+5💰income
+3💰/adj 🛤️
Special BuildingTerrainEffectAdjacency-Bonus
ForgeMountainResearch Hub-1R Research/2 adj ⛰️
Marketplace Plain +10 💰/round + offers cards for purchase +2💰/adj 🏠
Library
Plain +1 Hand Size,  Reduces Forge research time Forge Research -10% Cost
Trading PostPlain, Remove cards from deck


🧩 Terrain Recipes

Certain terrain arrangements activate local cluster bonuses:

RecipeTilesShapeEffect
⚪ Mountain Range M×3 Line +10% Range (adj. towers)
⚪ Thicket F×3 Triangle +8% Crit (cluster towers)
⚪ Wide Fields P×3 Triangle +3 Gold/round/tile
⚪ Rivercourse R×3 Line -10% Monster Speed (adj. paths)
⚪ Moorland S×3 Triangle Poison (adj. paths)
🟣 Storm Peak M×3+R×2+F×1 Fixed Chain Lightning +1 Target


Core mechanic: Each tile can only belong to one recipe. Higher tier claims first. Cluster for local bonuses vs. spread for global bonuses = strategic tension.

📐 Recipe Row in the HUD shows active recipes. Click opens the recipe codex (RecipePanel).

📍 Points of Interest

POITerrainTriggerEffect
Hidden Cache 📦 Auto +Gold / +Wood / +Lives (scales)
Event Field ❓ Auto Random event
Merchant 🛒 Click Buy 3 cards
Monster Spawner ☠️ Passive/Click +10%/round monsters; destroyable (scales)
Ancient Watchtower 🗼 Click Fog reveal radius 2
Holy Spring 💧 River Click +7 Lives
Abandoned Mine ⛏️ Mountain Click +Stone OR +Gold (scales)
Training Ground 🏋️ Click Tower +AS% (scales)
Ancient Monolith 🗿 Click Adj. towers +2 Level
Scholar's Retreat 📚 Click +1 Draw for 2 rounds
Refugee Camp ⛺ Click +Income, but +Monsters (scales)
Element Sources (💧🔥🌿🪨) Terrain Click (Mine) Element tower card

🎲 Random Events

Events scale with the current round. Stronger events appear only from certain rounds:

EventTypeEffectMin. Round
Magical Find Positive +Gold/Stone/Lives (scales) 1
Bandit Raid Negative Pay Gold or lose Lives (scales, min 1) 1
Dark Prophecy Choice ×Monsters, ×XP next wave (scales) 3
Monster Migration Timed +% Monsters next wave (scales) 2
Forgotten Knowledge Positive +XP (scales) 1
Wandering Merchants Choice Card shop 1
Nature Awakening Positive Reveal fog tiles (scales) 1
Ruined Outpost Choice Free building card OR Gold (scales) 1
Elite Vanguard Choice Elite monster next wave (×HP, ×XP) 4
Eclipse Choice All monsters STEALTH or pay Gold 6
Wandering Builder Positive +1 Level on chosen tower 3
Cartographer Positive Reveal POI position 2
Deforestation Choice Destroy terrain for resources 2

⬆️ Level-Up Rewards

Rewards scale with round and are gated by minimum level:

RewardFormulaMin Level
❤️ +Lives 3 + round×0.5 1
💰 +Gold/Round 3 + round×1 1
🪵 +Wood/Round 3 + round×0.5 1
🪨 +Stone/Round 2 + round×0.25 2
💰 Gold Flat 30 + round×5 1
🪵 Wood Flat 20 + round×4 1
💎 Stone Flat 10 + round×2 2
🃏 Extra Draw + Gold +1 Draw, 10+round×2 Gold 1
📐 Recipe Bonus +1 Terrain tile revealed 3
🛡️ Fortification Absorbs hits (−1/round) 5
🔮 Essence Boost +1 Mine level (random) 6
+ Card Picks Draft Tower/Terrain/Path/Building 1
+ Special Cards Crossroad, Library, Marketplace, Trading Post 1-2

📊 Current Status

✅ Version 1.1 — Boss System + Quests
  • 🎮 Playable on itch.io
  • Boss System — Boss on wave 10, element choosable, free mine on victory
  • Quest System — "Kill the Boss" as prototype win condition
  • Victory Flow — Quest completion → continue playing or end run
  • PATH_FULL — Universal path card (Straight/Curve retired)
  • Tower Localization — Names & descriptions in DE/EN
  • HudDisplayController — Display logic extracted from Hud.gd (−30% LOC)
  • Changelog Panel — Click version number to show changelog in-game


🔧 Next Steps
  • Forge & adjacency building effects (1.2)
  • Win condition & quest system complete (1.3)
  • Fusion Tower Rework — Unique Mechanics (1.4)
  • Meta-progression (1.8)

Engine: Godot 4.x (GDScript) · Version: Prototype 1.1