A rune-based tower defense where a sorcerer draws ancient runes to summon a goddess of death, while villagers and believers storm the fortress to stop the ritual. Published on Steam, developed at TLR Games.
Runeomicon is a tower defense game built around ritual and rune mechanics. The player character is a sorcerer drawing runes to invoke a goddess of death. The summoning draws waves of villagers and believers determined to break the ritual before completion.
Progress comes through acquiring upgrades that enhance the rituals themselves or strengthen the fortress defenses, creating a dual-track progression loop that rewards both aggressive summoning play and patient fortification strategies.
I joined the project as a Game Designer intern at TLR Games, responsible for documentation, economy balancing, and future update planning.
I joined Runeomicon with a clear mandate: establish the design foundation: documentation, balance systems, and a roadmap for post-launch content. Here's what I delivered in three months.
Tower defense games live or die by their economy. Too generous and the game trivialises itself; too punishing and players churn in the first wave. I used Machinations to model and automate the scoring and resource economy, making the balance testable and adjustable without having to play through each scenario manually.
I built the project's complete documentation framework from scratch in Notion, giving the team a single source of truth they could maintain and iterate on throughout development.
Before planning updates, I conducted a structured market study, analysing comparable titles in the tower defense space to identify where Runeomicon could differentiate and where it needed to meet genre expectations.
Alongside the shipped build, I led collaborative brainstorming sessions to plan the game's post-launch roadmap, designing new mechanics that could extend the core rune-defense loop without requiring a full redesign.