KGKSoft

A new battle is on the horizon

COMING SOON

The battle is almost here.

VORUSH is in development. Build your defense, send heroes into rival castles and prepare to shape the battle in real time.

The launch date will be announced here when it is ready.

How the game worksBack to KGKSoft

GAME DESIGN / VORUSH

What happens inside a match.

VORUSH asks players to make two kinds of decisions at once. They shape a route through their own battlefield and send heroes through an opponent's. A strong wall can buy time, but every coin spent on defense is a coin unavailable for the next attack. The tension between those choices drives the current design.

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A defense that changes the route

Players place defensive heroes on a long tactical grid. Attackers seek the exit rather than charging at every defender they see. If there is an open path, they follow it; if the route is completely blocked, they can fight through a useful blocker. This makes placement a question of steering movement, not merely stacking damage.

A maze that looks intimidating can still leave a quick route open. A tight blockade may force combat, but it also concentrates the opponent's attention on the units holding that passage. The interesting decision is which path to offer and where the defense can punish it.

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Attacking is an economic decision

Gold pays for both defense and attack. Sending an attacking hero also increases its owner's ongoing bonus income in the current rule set. That creates a trade-off: an early attack spends resources now but can support more choices later, while a player who invests only in walls may preserve the present position and fall behind economically.

The income arrives in rounds, so timing matters. A player needs enough resources to survive the next wave, but waiting forever to attack gives rivals room to build their own economy. VORUSH is designed so the path through a castle and the path through a budget are part of the same problem.

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A pass has consequences beyond one field

An attacker that reaches the castle approach takes a life from that battlefield's owner and gives it to the attacker's original owner. It then continues through other active opponents' fields, keeping its remaining health, until it is defeated or the match ends. A surviving unit can therefore become a continuing threat rather than a one-time projectile.

The current multiplayer design supports rooms with two to four players. As opponents leave the match, routing changes to skip them. This makes a defense valuable not only for the wave in front of it, but also for the wider circulation of units between rivals.

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Heroes, spells and shared rules

The same hero definitions can be purchased for defense or attack, but the role changes what that unit contributes. Spells add short-lived tactical choices around protection, movement, health or the economy. Their details and balance are still being refined, so the final release may differ from the current development build.

The game logic is separated from its 3D presentation. In multiplayer, the server checks player commands and owns the match state; the client renders the battlefield and sends actions. That separation helps keep the rules consistent for everyone in a match, even when devices render the action differently.

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Where development stands

A playable local vertical slice exists for testing the core loop, including a development bot and multiplayer rooms. The public game is not launched. Visual assets, balance, audio and parts of the experience continue to change as the team tests whether the decisions remain clear and rewarding across a full match.

There is no announced release date. Until then, this page explains the mechanics being built rather than offering a playable public version. The launch information will be updated when the game is ready.