Polyforge is a prototype built to answer one question: which run shape is the most fun?

Start with a basic tank, fight through geometric arenas, spend stat points, and commit to an irreversible class path. Each upgrade makes you stronger. It also makes you slower, bigger, and more limited in what you can see.

This build contains five experimental takes on the same combat and progression system:

  • Siege. Survive 15 escalating waves in a shrinking arena.
  • Descent. Choose routes through an 11-room run of fights, nests, caches, and elites.
  • Open Field. Explore one large arena and decide whether fighting is worth the risk.
  • Endless. Push against a continuously rising threat curve until your build collapses.
  • Warfront. Fight alongside bots, haul resources, build defenses, and break the opposing cores.

Every mode uses the same controls, tank classes, stats, and deterministic seeded simulation. The structure around them changes.

What feedback would help?

After trying a few modes, please share:

  1. Which mode made you want to immediately play again?
  2. Which mode became boring or confusing first?
  3. Did the irreversible class choices feel exciting or restrictive?
  4. Was upgrading worth becoming slower, larger, and more vulnerable?

This is an early private playtest. Balance, pacing, readability, and difficulty are still being evaluated. Multiplayer is not implemented in this build.

Controls

Input Action
WASD Move
Mouse Aim
Left mouse Fire; lock drones onto a nearby target
Right mouse Repel drones
1-8 Spend stat points
Click a class branch Choose an irreversible class upgrade
Space Tether in Warfront
Q / E / F / C Build wall / turret / creep; repair in Warfront
Enter Leave a cache room in Descent
R Restart after a run
Esc Return to the mode menu

Download

Download
polyforge-windows.zip 37 MB
Version 1 11 days ago

Development log

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