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Kero Keep

The last fortress of Batrachia. Defend it.

Status Godot C# Phase License

⚠️ Source-available, not open-source. You can view, learn from, and contribute to the code. Commercial use, redistribution, and selling derivatives is prohibited.


What Is This?

An incremental siege defense game where armored frog warriors hold the wall against an endless horde. Click to kill, earn resources, build defenses, survive waves. No victory screen — the siege never ends.

Built the prototype in GDScript. Ported it to C# — 26 scripts across 6 sprints, zero GDScript remaining. Fully playable. Phase B (new MVP features) up next.

You command Kero Keep — the last fortress standing between the kingdom of Batrachia and an endless siege. Build. Fight. Grow. Everything you earn, you earned.

  • Genre: Incremental idle + tower defense + RPG elements
  • Setting: Batrachia — a medieval kingdom of humanoid frogs (not comedic, think Redwall with frog armor)
  • Platform: Windows, Linux
  • Engine: Godot 4 (Mono) · 26 C# scripts
  • Design: Earned Growth · Persistent Siege · Fair Forever
  • License: PolyForm Shield 1.0.0 — free for learning, paid for playing

📖 Game Design Document → 📝 Development Log →


Design Pillars

P1 — EARNED GROWTH Progress traces back to player action — mobs killed, mages commanded, resources chosen and spent. Clicking and timers are pacing mechanisms, not idle automation. The game doesn't grow without you.

P2 — PERSISTENT SIEGE There is no pause. No victory screen. The siege is eternal. Once all mages are unlocked, the simulation runs even while you're offline — random hordes and bosses appear, the world keeps burning.

P3 — FAIR FOREVER No pay-to-win. No premium currency. The game respects your time and your wallet equally. Non-negotiable.


What's Playable Right Now

  • ✅ Click combat — damage numbers, gold drops, death animations
  • ✅ Resource economy — manual scavenge/farm + auto-production timers
  • ✅ 10 upgrades — click damage, magic bolt damage, bolt count, gold multiplier, and more
  • ✅ 3 monster types — Skeletons, Zombies (7 variants), Orcs (armored tanks)
  • ✅ Save/Load — JSON autoload, auto-save every 60s, load on startup
  • ✅ UI — resource HUD, upgrade workshop cards, scene switching
  • ✅ Full C# port — 26 scripts, zero GDScript

What's Next (Phase B)

  • Wave counter + personal record
  • Mage recruitment ceremony + unlock gates
  • Milestone popups
  • Boss hunting (every 10 waves)
  • Chronicle prestige loop
  • Welcome back screen
  • Daily login bonus
  • Sound effects

Architecture

Layer Technology
Engine Godot 4 (Mono)
Language C# 12
Autoloads GameManager, SaveLoad, UpgradeManager (registered in project.godot)
Patterns Signal-driven UI updates, IUpgradeEffect interface for upgrades, partial class for Godot source generators
Save format JSON → user://SaveGame.json
Project structure Scripts/ (all C#), Scenes/ (.tscn), Assets/ (sprites, sounds)

About

Incremental siege defense — defend the last keep of Batrachia as armored frog warriors. Godot 4 Mono / C#.

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