Introducing the Hydra: The Ultimate Triple-Threat Tower
Heal-Inhibiting Poison, Slowing Frost, and Scorching Fire to Destroy Pesky Heroes
Since the game's release, we've rolled out the Swamp Drake and Frost Wyrm units to slow and poison your enemies, as well as new road-looping mechanics to allow you to build vast mazes of pathways to baffle your foes and trick them into backtracking past your defenses a second or even third time - now we can release the final incarnation of the wombo-combo trio of dragon type towers: the Hydra!
You'll notice there isn't a way to unlock the Hydra by spending Crowns at the skill tree. So how do you get it? In order to get your hands on a Hydra unit, all you'll need to have unlocked is the Sacrificial Altar. From there, here are the steps of how to get the new Hydra unit!

First, sacrifice together any two dragon cards of different elements at the altar

This will add a new card to your deck, the Incomplete Invocation - this card is unplayable... for now.

Then you'll have to sacrifice your Incomplete Invocation together with a dragon of the missing element

This will place a new card into your deck... the Invocation of Tiamat! This card has no cost to play but must consume an already-placed tower to transform it into the Hydra. Whatever upgrades your placed tower had before you cast the Invocation of Tiamat on it will be transferred to your new Hydra, so choose wisely!

Your Invocation of Tiamat will be consumed, as it's a single-use spell, but your new unit will remain a Hydra forever. So sit back and enjoy its heavy hitting three-pronged breath attack, a powerful weapon for taking on the God King or pushing your way past the high-level perils of Endless Mode!
What else is new?
In fall of 2023, this humble solo dev finally found the time to give Ravage Road players some much needed updates. If you haven't been following, here are the big ones:
- Massive optimization overhaul for a significantly smoother, lag-free gameplay experience
- The ability to save and exit in the middle of a run without losing any progress
- Keep any Crowns you've won if you decide to abandon a run, without having to wait to die
- Balance adjustments to nerf overpowered Tinkers and make Poison effects counter Clerics
- The ability to connect pathways together to form loops and close off end-of-road spawn points
- New towers, including most recently the Swamp Drake with a Bugbear-like rolling poison attack
- Terrain-based upgrades, like a range buff from the mountain tiles and damage buff to Hags on swamps
- The ability to reset your skill tree and refund your Crowns to experiment with different loadouts
- Any number of small QOL improvements like rotating tiles with your mouse wheel
If you've read this far, thank you! This game was and is a labor of love by a self-taught solo dev. I launched this game around this time last year and was blown away by the support and enthusiasm of the community. It's been a rough year and I haven't had the time to devote to the game that I expected I would, and I hope I've done right by all of you with these improvements I've poured my heart into over the last couple months.
I hope you get a ton of fun out of the game as a result of these updates. I've personally been having a blast testing the new path looping mechanics in particular, and I hope if you're an old player this brings new life and replayability to the game, and if you're new to the game, welcome!! Thank you so much for being a player, and I hope you enjoy. As always, if you have any questions, bug reports, or feedback, please drop a comment in the forums!
Happy Holidays, everybody!
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