FORTRESS PROJECTS
Cloud Fortress Studio is actively developing multiple original projects. Each world is built deliberately, with a focus on systems-driven design, long-term vision, and meaningful player choice.
The projects below represent foundations in progress — not finished products, but worlds being shaped with intent.
A Systems-Driven Character Design
Varonis is a fully realized champion concept being built as a playable spotlight experience.
The project focuses on ability clarity, systemic interactions, and visual identity — exploring how character mechanics, animation timing, and player readability intersect.
Rather than a paper design, Varonis is being developed as an interactive prototype to demonstrate how complex mechanics can remain intuitive when grounded in strong systems design and visual language.
Status: In active development
Focus: Champion design, mechanics, presentation, and player clarity
GARRISON — Strategic Valley Defense
A Commander-Driven Tower Defense Game
GARRISON is a strategy game that blends tower defense with battlefield command.
Players do not simply place towers — they lead from the field as a physical commander, shaping troop flow, construction, and tactical momentum in real time.
The core design emphasizes terrain, timing, and commitment. Every decision — where to build, when to advance, when to hold — creates cascading consequences across the valley.
Status: Pre-Kickstarter development
Focus: Core systems, commander identity, and scalable strategy design
SKYROOTS — Vertical World Systems
A Large-Scale World & Progression Project
SkyRoots is a long-form world-building project centered on vertical exploration, scarcity, and systemic progression.
The project explores how height, gravity, and environmental layering can shape both gameplay and narrative at a foundational level.
Rather than a traditional open world, SkyRoots is designed around upward movement and constrained access, where progression is defined by altitude, mastery, and survival rather than horizontal sprawl.
Status: Early concept & systems exploration
Focus: World structure, progression systems, and long-term design