Rise of the Summoned

Short Foreword

RotS is my passion project. Initially I started to work on different game project with my very close friend, but when he got his second baby, his time for passion hobby after work project was close to zero.

That however opened chance for me to fully embrace calling which is very close to me, noone else will speak to my approach and I can do whatever I want.

I love RPG, optimalization, automatization (I´m process engineer at work) and Manwha.

So the idea was clear. I will create Fantasy, single player RPG, with real time auto combat with deep systems, Manhwa inspired summon mechanics without any AAA monetary bullshit and all will be great.

Issue was, I´m very average at programming and graphic design, well luckily its 2026 and AI and Markets for passionate game developers exists, lets get to work.

More about the game and not just my mumbling

What it is

A single-player hero-collection RPG built in Godot 4.5, framed as a summoner in a dying land trying to rally past heroes and defeat the Dark Lord. The tone is explicitly inspired by manhwa and classic RPG loops — quest-guided town hub, gacha-style hero pulls, gear, and dungeon crawling — with story still early/in tutorial form.

Visuals - still work in progress

We're going for a manhwa-style fantasy vibe — moody towns, dungeons, and battle scenes you can actually click around in. A lot of those location backdrops are built with AI first, then cleaned up and dropped into the game so each place feels like its own little scene. On top of that you get hand-tuned UI, hero portraits, spell effects, and chunky combat feedback so fights stay readable and satisfying.

Combat and Mechanics

Fights run in real time — your heroes auto-attack and follow the priorities you set — but you can pause anytime to cast skills, fire ultimates, and shuffle your formation before things go sideways. Between runs you're back in town: pull heroes, gear them up, train, craft potions, promote at the altar, and take quests that slowly unlock new spots on the map. Dungeon runs are five-hero parties through multi-room crawls, with tougher side modes like Hellrift and town defence when you want a bigger punch. Time matters too — days tick forward, heroes can die for good, and the Nightmare system pushes you out of old farming spots so you keep climbing instead of looping the same rooms forever..

Where to get?

RotS same as WEXA is not available yet for public play. It will be available on Microsoft Store and Steam. Maybe also on this page afterwards, but compared to WEXA which is already being in process of submission to MS store, RotS is still months aways from public. Hopefully 2026 will be met.

Once all is ready links to Stores will be added to the page.


How much is it?

Not decided on the price yet. Probably 5 dollars? It is mainly passion project so if I will be able to pay the costs thats enough for me.