What Lies Beyond the Tower…

Assuming nothing crazy happens here in the last stretch, I plan to release the first public version of my next project, Interdict: The Post-Empyrean Age, within a couple of weeks. :)

To give you a little idea what it is like, here is a tiny teaser in the form of the message displayed when starting a new game.


Interdict is primarily a dungeon crawler in the vein of the older Wizardry and Might and Magic titles, but it has a very generous amount of roguelike DNA. As the new game message shown above states, it features a very large degree of procedural generation, and a form of permadeath (in this case, “permawipe” might be a better name, since the defeat condition here is all of your party members being dead at the same time.) It is also entirely turn-based, both when exploring the dungeon, and while in combat.

When the first public release is ready, I will post here again with a link to the itch.io page. Going forward from that point, I will be using itch.io for further Interdict updates. The first public release is relatively small, taking roughly 3-6 hours to complete a run of the available content, but is enough to demonstrate what the game is like and hopefully show what is fun and interesting about it.

Like I did with Demon, I plan to work on and update Interdict for a good, long time, so it will continue to grow, improve, and receive additional content. I’m not silly enough to promise up front that I will stick with it most of a decade like Demon ended up getting. :P But, so long as I and at least some other folks remain interested, I plan to work on it for quite awhile. :)

This is probably also a good time to mention that, like Demon, Interdict will always be available for free, so don’t have any worries on that front. :D

Alright, that’s enough of me bending my “don’t talk about it until the first public release” rule. I’ll be posting again to announce the public release soon. Cheers!

8/4: This Is A Bug Hunt

Hey folks. :D Been awhile!

I’ve uploaded the 8/4/2023 build, already available on the links to the right. This fixes a number of bugs that have been reported since the 5/23/2022 build, including some errors in the purchase costs of Far Summon I, Far Summon II, and Nightingale, and a few late-game abilities that weren’t working as advertised. It also includes some typo fixes, and a revamp of the Horns of the Hunt relic that focuses on high Capacity and Far Summon rather than Brand upgrades. While it was nice to have a Brand-focused Relic, practically speaking, the Brand upgrades are only of limited use to have early on.

Note that Horns is actually still one of the better Relics to take if you plan to invest in Brands: almost everyone eventually picks up Capacity Up IV which it starts with anyway, so you can easily just go straight into buying Brand upgrades as soon as you have the points.

Finally, I added the Auraward ability to the elemental Sworn/Kin/Born modifiers, as well as to Anzu’s unique modifier, finally making it possible to give this esoteric ability to demon allies.

Since I’m rusty at making Demon builds, I’ve left the 5/23/2022 builds available for now just in case I goofed something up, but they will eventually be removed if I don’t get any reports of problems with the 8/4/2023 builds.

Cheers, and good luck in the Tower!

PS: The new game is coming along nicely. :) I’m sticking with my plan of not really talking about it much until a first playable is ready though. That said, we’re getting pretty close to that point now…

5/23: Bad Omens

It figures that I’d release 5/22, and then get a report of a (very rare) crash-on-load bug related to a certain set of end game abilities that has probably existed for half a year. :P The 5/23 build, already available at the links to the right, fixes this crash. :) Cheers!

5/22: The Demons of Mensa

Hey folks. :D New builds are up at the links to the right. :)

Alright, I admit, the AI changes I added maybe aren’t enough to bring the demons to Mensa-level intelligence, but they probably are at least a move in that direction. :P

This build fixes a few bugs that’d been reported over the past couple of months, most notably a number of AI bugs that have been sorted out and should result in better behavior from the AI, particularly concerning high level demons with low level summoners, demons using “weak” abilities, and demons acknowledging that just because an ally is on fire already doesn’t mean it is okay to re-ignite them. :)

There are a few minor balance changes and text updates as well to make a few abilities and modifiers a bit more clear, and some other minor bug fixes.

Enjoy, and please let me know if there are any AI problems in particular, since a decent amount of the changes were to that. :D

3/13: Teeny Tiny Change

Hey folks. :) I’ve updated the build links at the right with 3/13 build, which addresses a tiny change that had been requested to the Show Suggestions option: namely, it now also blocks carrying level up bonus points from causing the Transmutation button to blink.

Note you still see Level Up blinking pink anytime you open the Transmutation menu, and as before this happens regardless of that option’s setting. Also, you will still get warning messages when you enter a new level while carrying a significant number of bonus points, also as before. So if you liked being reminded of level ups but didn’t want the other suggestions, you should still be good, you’re just down to 2 reminder methods instead of 3, with the one that was removed being the most intrusive for those who absolutely didn’t want the suggestion. :)


2/24: Just Before A Visit To The Lands Between

Hey folks,

Updated the build links with the 2/24 build, which fixes a nasty bug that causes the game to lock up if you have the Item Sense upgrade and fully map Tower:30. If you have a game in progress with Item Sense on an earlier build, you should either remember not to fully explore Tower:30, or transfer your save files over to the new build’s save directory. Cheers!

All Good Things

Hey folks. :) I hope you’ve been enjoying the new battles at the top of the Tower (or at least enjoying your attempts to get there if you haven’t made it quite yet.)

As of the most recent release, I consider Demon to be feature and content complete. Therefore, I’m announcing the end of active development for Demon. Going forward, I will still fix bugs and balance issues (in fact, I’ve got a collection of fixes that will be in a new release here soon) and work to keep the website, forum, and server in working order, but there are no further new feature or content releases scheduled at this time.


Before I get into a bit of Q&A, I want to thank some folks without whom, Demon would have been a much lesser game than it turned out to be:

Geminimax, you hopefully knew you’d be first on a list of this sort. :) When I started Demon, I never imagined in my most optimistic moments that not only would someone volunteer to contribute character sprites to the game, but that they would keep up that effort for more than six years. I cannot thank you enough for what you’ve done for Demon, and I am happy to see a game of your own (Candela) coming to Steam soon. :)

Ontoclasm, thank you again for your major contributions to Demon in the form of your interface and other icons, including most astoundingly for all of Demon’s over 900 abilities. These were a major upgrade for the appearance and polish of the game, and I greatly appreciate them. :D

I have also had massive assistance with the website, forum, and server from a good friend of mine who wishes to remain anonymous, but that does not make my gratitude to him any less.

I would also like to thank my friends for their support, encouragement, and playtesting throughout Demon’s development, but particularly at the beginning when I probably sounded crazy for wanting to take a year off of working to start making a game I planned from the beginning to give away to anyone who wanted it. Most of you are as crazy as I am which probably helped with understanding why I wanted to do this, but I appreciate you all. :D

Last but definitely not least, I want to thank all of you who played Demon, especially those who have been playing for years and years. When I started on Demon, I told myself I was making it for me and that I would be happy even if I was the only one who ever enjoyed it. That may well have been true, but I have been much happier that other people have also enjoyed it. :) Your feedback, suggestions, game reports, and bug reports over the years have been a huge help and Demon is far better off for your involvement. :D


Now, some Q&A:

Q. When will bug/balance fix releases occur?
A. These will happen as needed. There will be one coming up here shortly with a handful of fixes I’ve been working on.

Q. Is there any possibility of future content or feature releases?
A. None are planned; if these do happen in the future, they would not be announced until released.

Q. Will you be releasing the source code?
A. Not at this time, but that is not a final or permanent decision and I may still do so at a future date.

Q. Why are you ending active development of Demon?
A. While the past eight years have been awesome, and I have loved working on Demon and there would always be more I could do with it, there are also other games I want to make and I felt the time was right to switch to working on the next one now that Demon is feature and content complete.

Q. What is the next game?
A. Sorry, I’m nowhere near ready to talk about that yet. :) For reference, I did not tell anyone about Demon until the first playable versions were available, and that seemed to work out well, so I will probably do the same for the next game.

Q. Will the next game also be free?
A. Yes.

Q, I have a question you didn’t answer here.
A: Feel free to post it in the comments below then. :D But, I may decline to answer some questions, especially if they are about the next game. If I answer a question from the comments, I’ll edit this post to add the question and answer here.


The last eight years have been an incredible ride. Thank you again, everyone, for coming along, and I hope you continue to enjoy struggling towards the top of Tower. :)

- Herbie

Lore bug fix coming

Hey folks,

We’ve had our first visitor (and winner!) to the new endgame content, who noticed a bug with the lore text on two of the new heroes. I’ll be posting an update that fixes this later tonight. Cheers!

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