
Wardens of the Rift - Steam Game
Unreal Engine Game Solo Project
A roguelike, tower defence deck-builder game.
Introduction
Wardens of the Rift is a 3D tower defence, tactical roguelike deck-builder, made in Unreal Engine and C++.
Check it out on Steam!!
Overview
Category | Details |
---|---|
Project Name: | Wardens of the Rift |
Platform: | Steam (Releasing Soon) |
Brief Description: | A tower defence, roguelike, deck-building game built with Unreal Engine, featuring strategic and tactical decision-making, procedural terrain generation, and optimised projectile management. |
Source Code | Private Github Repo (Code snippets available upon request) |
Technologies and Tools
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Game Engine & Programming:
- Unreal Engine
- C++
- Jetbrains Rider
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Art & Asset Creation:
- Blender
- MagicaVoxel
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Design:
- Figma (for UI and design prototyping)
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Project Management:
- Jira (for planning and management)
Technical Highlights
Procedural Terrain Generator
Utilizes Perlin noise for creating dynamic maps, and Voronoi tessellation with A* pathfinding to generate paths through the maps.


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Terrain Generation
- Perlin Noise: Generates smooth and naturally varying terrain features.
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Path Generation
- Poisson Disk Placement & Voronoi Tessellation: Generates points randomly throughout the map, and connects them in a planar graph using a Delaunay Triangulation.
- A* Pathfinding: Efficiently generates enemy paths between a number of points on the planar graph.
Optimised Projectile Manager
Spawning projectiles that may only exist for seconds before being destroyed creates some overhead when constantly allocating memory for - and then destroying objects in game. This can cause lag when projectiles (such as arrows) are spawned and destroyed continuously.
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Projectile Manager:
- Custom projectile manager supporting high volumes of projectiles across all towers with minimal performance impact.
- Dedicated manager handles all projectiles at once, providing a simple API for other towers to spawn projectiles with.
- Implements function callback system to allow towers to run custom logic relating to the projectile (e.g. to apply status effects, or to apply variable damage based on tower stats).
Screenshots


Future Updates & Roadmap
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Demo Release:
- I am planning for a playable demo to be released in Summer 2025.
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Expand Available Cards:
- Plans for dozens more towers and spells are in the works!
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Special Elite & Boss Level Enemies
- Enemies with special abilities and effects, such as buffing other enemies are planned.
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UI Overhaul
- A UI update along with adding interfaces to view a compendium of data about enemies and cards is planned.
This project is unfinished as of yet, and I look forward to sharing future updates as I approach release!