Four enemies, four jobs
Upyr pressure, Upyr Warlord tank, Soothsayer Crow air, Indrik charge.

Four enemies, four jobs
Watt Studio wrote up the enemy roster on 28 February 2026. It opens with a line worth keeping: enemies are "not just targets to fight." Each one holds a role in the arena, and the roles were chosen before the designs.
It also notes that older names changed as the story grew, so the four below are the current ones.
| Enemy | Role | What it does on the floor |
|---|---|---|
| Upyr | Core infantry | Packs, numbers, slow encirclement |
| Upyr Warlord | Tank | Holds the line, blocks attacks, spear and shield |
| Soothsayer Crow | Flying ranged | Circles overhead, sudden dashes, breaks your timing |
| Indrik | Charger | Searches for an open flank, crashes in from range |
Source: How We Create Enemies in TSAREVNA, 28 February 2026.
Upyr
The Upyr is the floor of the army. Their packs roam ravines from the Kavstrian Sea to the tar-black swamps of the west. In play they are pure pressure: numbers, no room, the feeling of being surrounded by degrees.
Their origin is a piece of folklore the studio keeps using. They were people once, warriors and ordinary men who died violent, unclean deaths.
Upyr Warlord
The Warlord escalates the pressure. Steel-clad, with a decorated shield and a spear that followed him into the burial mound.
That detail matters in play. He blocks, he holds ground, and he stops you from cutting a straight line through the horde. The decision comes down to three questions at once: who to hit first, when to dodge, and how not to get boxed in.
The Upyr Volkhv, a later addition that heals the rest of the roster, is on the sorcerer who heals. A separate narrative post on 7 March 2026 goes deeper on where he comes from. He was buried with full military honours, weapons and armour placed in the mound so he could keep his warrior's path in the afterlife. Something in the rites went wrong. That page is the Upyr Warlord's folklore.
Soothsayer Crow
The Crow is the reason you cannot stare at the floor. Cursed witches of forests and caves, in the post's words. They circle, dash at you, and break your rhythm while the ground fight is still running.
One tactical line reads like a real design note: bring her down and the balance of the fight shifts. Until then she waits for the moment you are busy.
Indrik
Not a mythical beast in this telling, but a furious horse sacrificed to the gods that refused to accept death. In combat it never stands still. It circles, looks for the side you have left open, and charges.
Its threat is timing. The charge is meant to land while the upyrs and the Warlord already have your attention.
How the pairings work
The 14 March 2026 combat post spells out the pairings the studio designs around. Two of its examples:
| Setup | What it asks of you |
|---|---|
| Upyr + Soothsayer Crow | Hold the ground crowd while watching the air |
| Upyr + Warlord + Indrik | Stay engaged with the tank while the flank collapses |
That second table is the closest thing to an encounter list the studio has published. No arena names, no wave counts, no boss names beyond these four. The first-act polish mentioned in the September 2026 status post is not a content plan, so this page does not pretend to have one.
The four attack types and the three enemy roles they were built against are on attack types and archetypes. The rest of the combat picture: ballet combat as the store lists it and the two stances. Enemy design history is on the Upyr Warlord's folklore.

