The game
One hero, an open world, two friends. Titan Slayer brings the feel of the Warcraft III RPG maps to the phone.
A world grown on sleeping giants
Titan grew on the bodies of ancient giants. A curse has woken six of them and corrupted them, and their hearts are poisoning the land. Whoever sets out as a Titan Slayer frees villages, brings down one titan per region and takes its heart. With all six hearts, the way to the Primal Titan Aethon opens.
Each region has a capital, three villages you must free and can lose again, two dungeons and a few secrets. On top of that: fog of war, day and night with their own night creatures, and weather per region.
- GreenmarkMeadows and farms, bandits and wolves. Earth titan Borrok.
- FrostcombSnowy mountains with yetis and griffins. Ice titan Ysgra.
- Thunder SteppeThunderstorms, centaurs, a dragon hoard. Storm titan Thraal.
- Sunken CoastRuins in the mudflats, scaled folk. Sea titan Nerakh.
- RotwoodSpiders, ghouls, liches. Rot titan Mor'Vael.
- The RiftLava and obsidian. Fire titan Ignaroth, and beyond him Aethon.

One hero, two friends
It's played by three, on two iPhones and one Android. Everyone controls a hero who grows stronger, advances through jobs and collects loot. The first three classes cover the classic triangle: swordsman, acolyte, adept. Five more are planned, plus dark heroes who first appear as enemies and later become playable.
The combat maths comes from Warcraft III: attack versus armour type, the armour formula, crits and evasion, threat like in the old maps. Enemies telegraph areas on the ground, bosses have phases, and whoever falls walks around as a ghost until someone revives them.



What you'll run into
The bestiary has 46 base types with three variants each, from grey wolf to lich. They behave by archetype: brutes charge straight in, packs surround you, archers keep their distance, casters telegraph their areas, cowards run away. Eventually a world dragon circles above it all.
Every character is painted, not modelled. Monsters get their own frame sequences for each direction; how the heroes should move is still the hardest question of the whole project – more on that in the workshop.






The maps of old
The idea comes from the RPG maps people played on Battle.net around 2005: Twilight's Eve, The Kingdom of Kaliron, Gaia's Retaliation. The first playable world rebuilds the layout of one of those maps – with its own enemies, its own stats and completely repainted art. Greenmark follows as the first original region.
And because worlds shouldn't all be finished by hand, a world forge is planned: from a seed it builds terrain, villages, dungeons and quests, and a bot checks that everything can be solved.
