
Silky Road
A roguelike train-builder auto-battler. Draft your carts and survive the road.
Dev Note
The game is under development, this is the first open test, we appreciate any feedback, or ideas for new content or mechanics.
You are welcome to join our Discord and if you like the game leave a wishlist on Steam.
| Status | Released |
| Platforms | HTML5, Windows |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | aktham |
| Genre | Strategy |
| Made with | Unity |
| Tags | 2D, Auto Battler, Deck Building, idler, Pixel Art, Roguelike, Singleplayer, Tower Defense, Trains |
| Links | Steam |
| Content | No generative AI was used |
Download
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SilkyRoadDemo 46 MB
Development log
- update43 days ago




Comments
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I can't run the web version, it throws an error and gets stuck loading, but the download works fine. The graphics are very well done
thank you for letting me know i fixed it
Overcharge and battery are just stupid OP. Just toss a Tesla in between and it will completely solo the game. Then over time just build up more overcharge+ruby+battery groups to have more single target dps and take every single camp fire and event for flat -CD and flat +DMG and you have 0.1s CD on all your units and effectively infinite dmg and healing. Since this seems to default into endless mode. I just got bored at station 59 and peaced out.
Had I realized it kept stats on merge and merged +1 heal mystery boxes with my battery carts, it would have probably been even sillier. But it really didn't matter, beyond the first few seconds of a fight. Nothing could ever actually get close enough to deal damage. Also ended on like 1700 gold, because there was just nothing to spend it on. Since there is no overflow, so beyond a point you can't merge anymore without ruining your setup.
Oh and since battery carts are triggered, not cast. You can just throw all the +0.5 CD from events on them, and it will not impact the rate at which they can be triggered. So that event has no downside.
Thank you for this detailed feedback ,
I m happy you played this much , I m aware of these problems and currently working on the game , it needs a lot balancing and testing , this is just a demo and proof of concept.
The split paths feels too linier, since you're mostly stuck on the same line or going against 'regular enemies'. I also found that my run ends early if I'm not able to purchase 2-3 offensive carts within the first 2 rounds since money and space is so tight, making it difficult to not sell the payload carts almost immediately.
Being able to save a cart in the shop for later would be helpful, or at least balancing the cost for upgrading the max cart capacity.
It was interesting to play but I hope to there will be ways of making more train builds and still completing a run.
thank you for your feedback ,
I m planning to add lock feature to the shop ,
I also want to have some active thing you can do with your mouse so it help go through first stations , the game is in early development , and it needs a lot more content and a lot of balancing .