
Playtest access: DreadHaven is still in closed playtest. We're opening access gradually, not everyone has a key yet, and that's on purpose while we squash bugs and read your feedback.If you're waiting, thanks for hanging in there. It's for the best, I promise! More spots will open with upcoming updates. ✨
Relics
New combat relics: range boosts, triple attacks, stun synergy, tower delay skips, and more.
Updated relic art and clearer descriptions. Some icons are still WIP — we're getting there.
Map
The overworld now uses procedural biomes: grasslands, forests, wheat fields, water, sand, mountains, and more.
Points of interest and events should feel more consistent as you push further out.
Tweaked enemy wave scaling and zombie armor.
Reworked several map events for clearer rewards and better pacing.
UI & menus
Confirmation before abandoning a run (no more accidental quits).
Game version shown in settings.
Improved relic selection screen.
Global wall HP bar.
Community links (Discord, etc.) moved to their own menu.
Night combat speed is kept between nights
Tutorial
Tutorial flow fixes and clearer early-game guidance.
Where we're at: For now, there are only 2 castles to play, with limited variation between runs. We're still missing content, mainly more relics, enemies, setup, and meta progression for replayability, but there's already a solid base of towers and buildings to experiment with and have fun!
Want in? Playtest is still invite-only, but we're adding players in waves. Discord is the best place to follow what is going on and drop feedback.Thanks for playing and for helping me build DreadHaven. 🧟