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Credosk

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A member registered 66 days ago · View creator page →

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### Find the right match https://credosk.itch.io/evolvia-discover-combine-evolve


Rarity alone won't unlock your next discovery. Two Rare creatures might have an evolution match, while another pair stays Rare. Even an unlikely pairing can hold a surprise.

https://credosk.itch.io/evolvia-discover-combine-evolve

Each species pair has a consistent recipe, so useful discoveries are worth remembering. The laboratory shows the possible result, energy cost, and success chance before you commit. **Both ingredients are consumed, even if the experiment fails.** Choose your partners carefully.

### Build a collection worth showing off

- **1,000 fantasy creatures** to discover and collect, alongside six starting molecules.

- **10 rarity tiers**, with increasingly elaborate glows, particles, and animated effects.

- **Four regions** to unlock as your collection grows.

- **Energy that regenerates over time**, including while you're away.

- **Luck and energy potions** that provide temporary boosts.

- **Player trading** to exchange spare creatures for something you're missing.

- **Public profiles and a three-creature showcase** for your favorite discoveries.

- **All-time and weekly leaderboards** to follow your progress against other collectors.

- **Collection milestones and rewards**, plus a record of your recent combinations.

### Jump in and experiment

Enter as a guest with one click. Catch your first specimens, try a recipe, and start filling your encyclopedia. Set a nickname and password to keep access to your account when you return on another device.

Play with a mouse or touch controls on desktop and mobile browsers. **English is the default language; Slovak is also available.** An internet connection is required.

**What will your next combination reveal?**

### Development

Evolvia is in active development. Creature artwork, game balance, and the interface may change as the game grows. Share your discoveries, report bugs, and let us know which parts of the collecting journey you'd like to see improved.

## Optional FAQ — ready to paste

**Do I need to download anything?**  

No. Evolvia runs in your browser and requires an internet connection.

**How do I save my account?**  

Open your profile and set a nickname and password. A guest account depends on its browser session, so secure your account before clearing browser data or switching devices.

**Why did a creature disappear after a combination?**  

Both input specimens are consumed. A successful experiment adds one result to your inventory. Your encyclopedia permanently remembers discovered species, even after you use or trade their specimens.

**Does the same pair always produce the same creature?**  

Under the current recipe rules, yes. The recipe is consistent; whether the attempt succeeds is random. Recipe rules may change in future balancing updates.

**Can I play on my phone?**  

Yes. The interface supports mobile browsers and touch controls.

Thank you so much for taking the time to write such a detailed comment. I honestly really appreciate it.

Comments like yours are exactly one of the reasons why I enjoy making games. Knowing that someone actually spent several hours exploring the islands, building cities, experimenting with the systems, and then took even more time to write thoughtful feedback means a lot to me.

And thank you especially for pointing out not only what you liked, but also the things that could be improved. A lot of your suggestions make very good sense.

The tax and happiness balance definitely needs more consequences, especially in larger cities. Your "golden age at 50% tax" made me laugh, because that is probably a pretty good sign that something needs balancing. :D

The money economy is also something I want to improve. Once a city grows enough, the amount of gold can become much larger than the number of meaningful ways to spend it. A huge late-game chest or other expensive mechanics could actually be a fun solution.

Research progression, trade routes and NPC/player warfare are also areas I would like to continue improving. Your idea of making trade routes work as individual planned trips is especially interesting and could also solve some technical problems with the way the game currently processes them.

I'm also very happy that you mentioned the feeling of being proud of your city once it grows. That is exactly one of the feelings I wanted the game to create. I agree that the surroundings could still become much more alive too — larger mountains, forests, more natural terrain and generally a richer environment around the city.

The game is definitely not finished in my mind, and feedback like this gives me a lot of motivation to continue developing it.

Actually, if you would ever be interested, I would be very happy if you wanted to help me with the game in some way. You clearly understand the systems very well and you notice things that are difficult for me to see as the developer.

It could be anything — testing new features, discussing balancing and ideas, suggesting improvements, helping shape future mechanics, or simply telling me when something feels wrong or could be better. There is absolutely no obligation, of course, but I would genuinely enjoy developing the game together with someone who cares about it as much as you seem to.

And regarding your name "---" — I think after writing the longest and probably most useful comment Royal Castle has received so far, those three minus signs have officially become memorable. :D

Thank you again for playing Royal Castle, for giving it so much of your time, and especially for writing this feedback.

Players like you are exactly why making games is fun for me.

I really hope to see you again on the islands!

Hi everyone!

I’m working on ONE MORE STEP, a free pixel-art roguelike that you can play directly in your browser.

Every encounter forces you to make a decision. You can fight, deceive, show mercy, take a risk, or simply walk away. Your choices build Blood, Cunning, and Mercy, unlock secret events, shape your character, and influence which bosses and endings you will face.

The central question is simple:

How far will you go before greed goes one step too far?

What the game currently includes

  • 224 narrative events with different choices and outcomes
  • 36 enemies, including large bosses and secret threats
  • 74 items across five rarity tiers
  • Random item bonuses that can make individual drops valuable
  • Weapons, armor, shields, companions, hairstyles, accessories, and more
  • Rare and secret events unlocked by Blood, Cunning, or Mercy
  • Multiple environments and increasingly dangerous depths
  • Four different endings at depth 100
  • A codex that records discovered items and enemies
  • Online leaderboards, an item marketplace, and PvP arena battles
  • English and Czech language support
  • Responsive desktop and mobile gameplay

You can return home early and safely bank your loot—or continue deeper for better rewards while risking everything you have collected.

The game is still in active development, and player feedback is extremely valuable to me. I would especially love to hear your thoughts about:

  • Difficulty and combat balance
  • Item drop rates and rarity
  • Event choices and their outcomes
  • Mobile controls and readability
  • Bugs, unclear descriptions, or incorrect visuals
  • Features you would like to see added

Play for free in your browser: https://step.dosy.sk/

itch.io page: https://credosk.itch.io/one-more-click

Thank you for checking it out. Let me know how deep you managed to go—and whether greed got you killed. ⚔️

Hi everyone 👋

I've been building Royal Castle, a 3D LIVE strategy game that runs straight in your browser — no download, no launcher. Phones work too.

👉 Play here: https://royalcastles.fun or https://credosk.itch.io/royal-castle

You start with a few huts on an island and grow them into a city. The catch: other real players live on that same island, and there are more islands across the water.

  • Armies actually march and sail — you watch them cross the map
  • The island's resource site is shared by everyone living there
  • It keeps running while you're away
  • English, Slovak, Czech
  • New players get a few days or hour of protection, so nobody steamrolls you while you learn

I could really use your help 🙏

Please register and give it a proper try — that's what lets the world keep running for you.

Then tell me what's broken. Seriously:

  • Bugs — use the Report a bug button in the game, or just reply here. Screenshots help a lot.
  • Confusing bits — if you didn't understand what a screen wanted, that's my design failing, not yours. Those are the most useful reports I get.
  • Phone performance — which device, what felt slow.
  • Ideas — anything missing or just no fun. I read everything.

This game has grown mostly from things players noticed that I couldn't see myself. If you take a minute to write to me, I'll take it seriously.

See you on the islands 🏰


— Tomáš

Hello everyone! 

I've just published my new project, **Royal Castle**. 

It is a real-time multiplayer 3D strategy and city-building game built with WebGL. In the game, you manage your workforce, build your empire, trade with other cities, and unlock awesome city skins. 

A unique aspect of the gameplay is its fully accessible control scheme—movement and interactions are driven entirely by mouse clicks and holds, meaning you can sit back and strategize without needing to use a keyboard.

You can play it directly in your browser right here: 

https://credosk.itch.io/royal-castle

I would love to hear your feedback, thoughts, or any suggestions you might have. Enjoy!