
Glaide Demo

WELCOME TO ANCIENT ROME,
WHERE AUTO-BATTLES WERE BORN
Glaide is an auto-battler at its core but your heroes won't move just like in a tower defense. You have to find the best synergies between them and their attacks while being careful where you place them. It also has roguelite progression where you purchase upgrades and try multiple runs to try to beat the arenas!

SURVIVE WITH YOUR GLADIATOR TROUPE
Choose your gladiators and their upgrades carefully before starting a run. Your decisions before a run matter as much as during a run.
UNLOCK UPGRADES,
BEAT THE ARENAS
Every run is a step towards saving your gladiator friend from the prisons of Emperor Nero. Buy upgrades with your diamonds, survive the arenas and advance the story.
LEAVE FEEDBACK
IN THE COMMENTS
Glaide is a game in development. Feel free to comment feedback and bugs below. Join Discord to get involved more and write directly to the developer. The demo will be updated quite frequently so drop a follow to receive email notifications of the updates.
| Updated | 25 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 3.5 out of 5 stars (4 total ratings) |
| Author | Anil Demir |
| Genre | Action |
| Made with | Unity, Aseprite |
| Tags | Alternate History, Auto Battler, gladiator, Incremental, NES (Nintendo Entertainment System), Pixel Art, Retro, Roguelite, Tower Defense |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Mouse |
| Links | Steam, Steam, Discord |
| Content | No generative AI was used |
Development log
- Break25 days ago
- v0.34 - Emperor Favors & Stat Upgrades60 days ago
- v0.33 - Synergy Bug Fixes71 days ago
- v0.32 - Synergies and Stats78 days ago
- v0.31 - Synergy Icons83 days ago
- v0.30 - New Loadout Screens91 days ago
- RoadmapMay 03, 2026
- v0.29 Update - QoL and Bug FixesMay 02, 2026







Comments
Log in with itch.io to leave a comment.
Another softlock; some of level three's alligators just... wandered off? And so I can't finish the level.
Yes this one is already known. A fix is coming up. Thank you for the reports <3
Great game, I can definitely see it doing numbers with more bug-spray; spent 8 minutes playing it and found 2 major soft-locks
in Arena #1, if I do not place anything into the arena; and press "FIGHT" the game soft locks, also a small nitpick: the "FIGHT" button melds with the Gate entrance a bit too much; would love the FIGHT button to be completely solid and identifiable instead of having transparent space in the center!
in Arena #2, when facing the crocodiles; if you place walls and barbarians near the north entrance, there is a possibility the crocodiles (Alligators?) get knocked back into the gate, and get stuck behind the wall (I could see their snouts clipping through though), them being stuck causes a soft-lock (the round doesn't progress)
Again, great game! just needs more bug-spray!
Thank you very much for the kind words, I hope I can get it to a state where it's fun in longer run. There is a pause menu so there isn't a true soft-lock but still those are valid shortcomings.
I am sorry to inform you that the game softlocked in the second area for me with no clear cause; I have 50 Denarii and neither Knight nor Barbarian cost that much, but I can't place either for some reason? I just get their transparent sprite in the center, depending on whether I clicked their buy-tile most recently. Can't even make a barricade.
Edit: I'm on browser, and reloading seems to fix it, but it came back again with the next area. I did buy new characters each time?
Further edit: losing and restarting the arena gives the same glitch. Losing and going to the main menu before restarting the arena... still gives me the same glitch.
That sounds like a very peculiar one. I will try and can hopefully reproduce it at some point. Difficult to say what might be going wrong based on that description at the moment.
It's very consistent for me; I'm not sure what else would be helpful.
Yeah I see the issue now. It has to be introduced in the last version. I'm on it. Thank you for letting me know.
The enemy movement is sometimes messed up. In the third arena, I put two knights in the middle for the first wave. Enemies had no problem just charging at my knights and getting killed. Second wave, I know ranged enemies are coming, so I get a third knight, and put barricades in front of them. The ranged enemies start coming… then once the gators start spawning, the ranged enemies start moving backward. Then once the gators are dead, the ranged guys kinda just sit at max range sniping my guys. Putting rangers in the team wouldn’t help because my rangers can only shoot in 8 directions, where these guys can shoot at any angle, completely stationary.
Thanks for the feedback <3 I hope you still had fun besides the issues.
The level spawns are still not great, I wanted the game to be feature-complete before getting to carefully design them. However that's besides the point.
I think I need to provide a counter-measure to the stone throwing enemies. That could be adding a 360 upgrade to the rangers or a way to be able to manipulate their position. Have you tried using Magnus or Spearman by the way? I think especially Magnus is still quite over-powered and could get those guys easily. Not sure from what you wrote but another possibility is that the stone throwing guys might have been pushed out of the arena by other enemies (that is a known bug).
When it comes to the Elephant boss, and likely other bosses in general, they should move faster. If you make your "base" in the center, it takes the Elephant like 6 turns to reach you. Just wasted time. And its not as if anything else is happening. You're just... Waiting for it to reach you. Since no other mobs spawn during that time, it could just rush your base, or something.
That's a very valid point since I feel the same way. I will add a minimum movement speed threshold to the enemies that feels good. To be fair the level spawns are not even close to being final but enemies that are too slow will keep being a bother even when they are final. Thank you for the comment.
Seems fun, but a fleeing enemy made me unable to complete stage II. Game's just going on, no more enemies appearing, no win neither...
Yeah that sounds like a bug. What do you mean by fleeing? They don't have any fleeing behavior implemented so I wonder how that exactly looked like. Was it like the enemy approached the gladiators and then decided to move to an off-map location suddenly and never stopped? I'd really appreciate if you could describe it so I can solve it.
The enemy came from the door, sling a few stones at my gladiators then went back to the door it came from, which I interpreted as "fleeing".
Ok, thank you for the help. I'll definitely look into it.
Fourth level is broken ? It allows me to place a knight on 1 tile, and once I start nothing happens, no enemies are being generated.
I did not receive any gems/crystals after finishing any of the missions before that.
Yes, I will soon lock the levels beyond level 3 because the demo is supposed to be only the first 3 levels. However the levels will be much longer and tougher to beat than they currently are. Elephants should drop diamonds. I think I'm not doing a good job enough communicating how special their pickup is.
Thanks for trying it out. Every bit of feedback like this helps.<3