Hex-grid tower defense deckbuilder roguelite. Every card places a building, every rank is paid for in enemies killed or taken alive, and between waves you pick which enemy type joins the army marching on you. Thirty waves, ten lives, one tower per run you can crown.
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A hex-grid tower defense deckbuilder where you choose which enemies join the army marching on you, and every tower rank is paid for in enemies killed or taken alive.
A hex-grid tower defense deck builder. Every card places a building, every rank is paid for in enemies taken alive or destroyed in battle, and between waves you pick which enemy type joins the army marching on you. Thirty waves, ten lives, and one tower per run that you can crown.
The New Dawn is marching on your portal. You are the cult that has to keep it open.
Break of Dawn is a tower defense where the whole army comes out of a deck. Every card places a building on the hex board, and the shop you buy from is your own deck laid face up. Buying is drawing.
Souls come from kills. Sacrifices come from bodies dragged off the road into a pit, and Sacrifices are what pay for ranks. An Acolyte cannot grab a healthy enemy, so you have to hurt a target and then stop shooting it: the two things you want from everything walking past you are in direct conflict.
Between waves you take one of two roads. The safe road runs the wave as written. The hard road brings 50% more bodies at 50% more health, halves your income, and pays a rare tower only if you clear it without losing a single life. Either way, the road you take drafts an enemy type into this act's roster, and every tenth wave fields the entire roster at once behind a boss. You are building the horde that comes for you.
Towers rank up to five, but the last rank is board to board only: two of the same tower, both fully upgraded, fused for 110 Sacrifices. Crowning renames the tower, changes what it does, and seals that card for the rest of the run. One crowned tower of a type, per run, and you cannot take it back.
Ten lives. Lose them all and the run does not end: the map grows a new segment behind your portal, your lives refill, your board and deck survive, and you re-fight the wave that beat you with more room to work in. Three times.
A trailer is in production. Until it lands, here is 60 seconds of uncut gameplay from a development build, captured at 1080p60 and downscaled for the web. No audio on this clip.
Four to eight seconds each. GIFs are 720 wide and under 8 MB so they embed anywhere; the MP4 next to each one is the same moment at 1920x1080, 60 fps.
1920x1080. Click any image for the full-size file. The first one is the hook: the enemy pick between waves.















Everything pixel art is supplied at its native size plus integer upscales. If you scale it yourself, use nearest-neighbour; bilinear scaling turns it to mush.





Screenshots (zip, 21 MB) · GIFs (zip, 19 MB) · Logos, key art and the Steam screenshots (zip, 8 MB). The MP4 clips are linked individually above.
Kalyx Games is a one-person studio run by Ben. Break of Dawn is its first Steam release, built in Godot 4. The name is a spelling of calyx, the husk a bud breaks out of, which is where the dawn motif in the crest and the title comes from.
The art pipeline is the studio's own: every tower is built as a 3D model, rendered from the game's fixed camera angle and downsampled onto a locked palette with one-pixel outlines, so every building and every rank shares one light and one line weight. Happy to walk through it with images.
The pitch in one line: you are building the horde that comes for you.
Angles that have come up: the enemy draft as a tower defense where the player designs the wave; capture-or-kill as a targeting problem instead of a damage race; a run that grows the map when you lose instead of ending.