A downloadable game


Hold the line. Grow your ground. Don't get squeezed.

4TRESS is a top-down wave-defense fortress-builder, built solo in Godot 4. You defend a single lit campfire in a large, procedurally-generated world — grass, forests, winding rivers, and cliff-edged plateaus, a different place every run. Survive a wave and your controllable territory expands outward in rings: more room to build, but more perimeter to defend. Between waves you get one timed prep window to place walls, buy upgrades, and scout the fog before the next wave gathers in the dark and rushes your camp.

 The "One World" milestone

 The whole prepare → survive → expand → spend loop now runs on a real, generated world instead of a flat prototype grid. Enemies navigate the actual terrain, fog reveals the land in organic shapes as you explore, and the game now has its first full interface — a hero card, build menu, compass, and goal tracker — with a wave of feel work so the fortress hardens as you hold the line.


WHAT

  • Defend the core. Hold one lit campfire against waves that gather out of sight and rush your camp.
  • Wall your lanes. Spend each timed prep window placing walls and buying upgrades to shape how the raid flows.
  • Expand in rings. Every wave you survive grows your controllable ground outward — more to build, more to hold.
  • Scout the fog. Push past your walls into a procedurally-generated world of lakes, forests, and cliffs, revealed as you go.

Status: 4TRESS is in active development — playable milestone builds, a public release still ahead. Follow here to catch the next one.

A solo project by Holkin Design. 

Built in Godot 4 / GDScript. Pixel art from the licensed Tiny Swords pack; the world, systems, and composition are the game's own.

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