Description
The Rot Hunters is a tower defense where your defenders are people. You command a crew of four survivors holding one neighbourhood against a horde that comes back every night, bigger. By day you fortify, repair, hunt small groups of zombies for cash and intel, and spend skill points. By night you hold. A building that falls stays gone for the rest of the run, so every level starts from the scars of the one before.
The genre is usually built to be played forever. This one has five levels and then credits.
History
The project started on 17 September 2026 with a repository, two deploy environments and a landing page, before any design existed (day one on the devlog). Work on the game itself began on 29 September. In its first week the first level became playable from start to finish in test builds: the map, the crew, Walkers and Runners, the day and night cycle with pause and command, cash and experience, the four gadgets, base choice, building damage, a minimap and the skill trees. Levels two to five, the champions and the bosses are next. The design numbers may change once the later levels are played.
Features
- A crew of four: Medic, Shotgunner, Rifleman and Marksman, each with a gadget (medikit, grenade, deployable turret, recon drone).
- Survivors fight on their own; you move them, pick targets and aim gadgets, and can pause at any moment to give orders.
- Day and night: fortify and hunt by day, defend by night.
- Permanent damage: a building that falls is gone for the rest of the run.
- Five levels with more nights and more entrances each time, a boss at the end of every level, and every boss at once on the last night.
- A personal skill tree per survivor and a shared Defense tree with walls, spikes, rooftop positions and turrets on abandoned cars.
- Walkers, Runners and Brutes, plus champions that explode, scream, speed up the horde or split in three.
Screenshots
From current test builds, 1200 by 776 JPEG. Click a screenshot for the full-size file.
Logos and icons
The Rot Hunters has no logo yet; the title screen above shows the current title. Until it gets one, use the studio logo.
Credits
- Alexis Rivard: game design and playtesting
- Olivier Rivard: engineering and tooling
Contact
Email hello@onesitting.studio, or see the contact page. More about the game on its game page; the kit for Wardenfall is here, and the studio boilerplate is on the press page.






