Dusk Tactics
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dusktactics.bsky.social
Dusk Tactics
@dusktactics.bsky.social
A 2D isometric turn based tactical RPG/SRPG.

Inspired by classics such as Tactics Ogre, Jeanne D'arc, Disgaea, Final Fantasy Tactics & more.

Currently in development.
A preview of the Moor Barrens Church & Graveyard map.

Will feature undead units which revive after being felled (~3 turn wait period).

Statues are a WIP, but it was nice to draw something outside the unit template/scale for once.

#gamedev #screenshotsaturday #indiedev #RPG #game
October 25, 2025 at 3:57 PM
The demo scenes will feature some minor tutorials, and about 3-5 playable scenarios with 1-2 repeatable battles you can grind on.

At this point, no, the developer did not create an in-game menu tutorial but I might if there is time.

#screenshotsaturday #gamedev #indiegame #RPG #pcgame #indiedev
October 11, 2025 at 3:22 PM
A little peek at the new demo which will have a simple tutorial to help introduce you to the various systems in Dusk Tactics.

Albion Banebreak will be your drill sergeant as you navigate various trials.

You get 4 Soldiers to start with...

#ScreenshotSaturday #gamedev #indiegame #RPG #game #pcgame
September 27, 2025 at 2:39 PM
I added a feature to certain status effects that allows them to 'activate' independent of unit turns.

Poison, Regen and similar effects will damage/heal at a fixed interval. They still wear off based on turns, but their effects are independent.

#ScreenshotSaturday #indiegame #RPG #game #gamedev
September 20, 2025 at 2:30 PM
Updated castle tiles (again), getting closer to something decent.

Flying movement is pretty much complete. Units will combine walking & flying depending on the path, so it winds up looking more natural.

This also shows jumping across to a lower height.

#ScreenshotSaturday #gamedev #RPG #indiedev
September 6, 2025 at 3:27 PM
Hey everyone!

I'm currently looking for a pixel artist, preferably one with experience doing isometric art to create a cobblestone path tileset.

It would be similar to the kind used in Tactics Ogre, but for 64x32 sized tiles. Paid of course.

Post if you're interested!

#pixelart #jobs #2dart
August 31, 2025 at 6:08 PM
Added local multiplayer, which allows free battles that split your units up, giving control of the 2nd team to Player 2.

Similar to training in Tactics Ogre PSX/SAT & GBA.

Also added ways to hide the menu and even show all HP bars.

More below~
#screenshotsaturday #gamedev #indiegame #RPG #game
August 30, 2025 at 3:21 PM
The demo for Dusk Tactics will feature a basic tutorial level, where things like terrain, unit positioning, weather, time of day, and other features are explained.

Sprite sheets are now stored in atlas files making things run much faster.

#screenshotSaturday #gamedev #pixelart #RPG
August 23, 2025 at 3:21 PM
I have a HUGE checklist to manage the demo release & we're coming along pretty good, but it's hard to get an accurate read on when it will be ready.

I added an algorithm to outline edges of certain tiles in the engine so map making is a lot faster (left is in Tiled, right in engine).
July 5, 2025 at 4:17 PM
I'm trying to focus everything on getting a demo released by early 2026™️, so social media updates are on the backburner for now.

There's been MANY changes, bug fixes, and even new props created by @pixelhoo.bsky.social

It's been a long journey~

#screenshotsaturday #gamedev #pixelart #indiegame
July 5, 2025 at 4:17 PM
Ok here it's double looped, you'll see the same thing, but it actually plays twice giving it time (~10s+) to switch to 720p...and then use that for subsequent playbacks...maybe?
May 17, 2025 at 1:26 PM
Aw man, it looks so much worse after it's uploaded...

That was 12 MB, this one is 100kb
May 17, 2025 at 1:18 PM
This gif/video shows a nice culmination of features added in 2024-25.

Dual Weapon Attack -> Counter (all with better anim/fx sync)

I also like how they jump over their ally~

🧐Video converted from gif w/ Yuvj420p pixel format. How does it look?

#screenshotsaturday #gamedev #indiegame #2dart #art
May 17, 2025 at 1:15 PM
Last time I tried to implement this, I forgot about the frame buffer, so I saw no measurable improvement...

(The framebuffer was still using the old batch~)

Now we see a 10x drop in overall calls, 1/3rd binds, and an insane 15 draw calls.

This is HUGE for rain/snow particle effects!!
May 15, 2025 at 4:19 PM
I love when the big brains down at the corporate office come up with new things! #libgdx

My engine was using a sprite batch w/ a single texture bind, causing tons of draw calls (flushes, etc).

This new method allows many textures to be bound!

Old(left) -> New (right)

#gamedev #java #indiegame
May 15, 2025 at 2:36 PM
Hey #gamedev!

I wanted to get some input on something...

For a #tactical #RPG, what's your ideal length of a single scenario battle?

Gameplay is similar to Tactics Ogre, Final Fantasy Tactics, Fire Emblem and to a lesser extent Advance Wars.

Give a min/max range i.e. 15 - 30 minutes

Thanks!!🥰
May 7, 2025 at 1:56 PM
The Feylin race now has a solid lineup of generic Jobs.

This gives Miranda much more options in the demo!

Each race has it's own Job Set ala FFTA/FFTA2 with a similar theme.

Myrmidon (Warrior/Guard)
Marksman (Archer)
Wizard (Mage) [name TBD]

#ScreenshotSaturday #gamedev #indiegame #2dart #art
May 3, 2025 at 3:11 PM
If we're going back to the age of $80 games, then I want cartridges.

Big plastic cartridges with art stickers on them that come in weirdly sealed boxes with multiple cardboard inserts, 2 booklets and a chance to win a free year subscription to Nintendo Power.

#gamedev
May 1, 2025 at 1:52 PM
Updated the Item section on the website.

It now various types of items including Consumables and Equipment.

Weapons, Shields, and Armor have their own pages, but information is still very limited.

dusktactics.com/items/

#gamedev #indiedev #2dart #indiegame
April 17, 2025 at 6:59 PM
And here we have my favorite so far, a little twig with the power of nature!

You can mix and match different elements, in combat they'll fire one after the other (you have the option to just fire one or the other or do the dual wield combo).

The proper projectile and weapon animation will show up!
April 12, 2025 at 3:46 PM
The first 3 available wands happened to be VOLT, PYRA, and TERA, so I focused on sprites for those elements.

Also, we now have proper melee and ranged DUAL WIELDING!

It's a bit different in actual battle, but essentially, you fire 2 shots (2nd is 50% dam).

Also, this is not limited to wands!
April 12, 2025 at 3:46 PM
Weapon sprites are now 2-4 frames instead of an entire overlay sheet. This is much more efficient & makes adding new variations a lot easier.

More weapons will have unique/special equip sprites, like this VOLT WAND!

More weapon variations on the way!

#ScreenshotSaturday #gamedev #indie #art #2d
April 12, 2025 at 3:46 PM
Ok that's a bummer, I thought maybe gifs were working (without any extra work), but oh well.

Here's an MP4 of the gif.
March 29, 2025 at 4:13 PM
The battle log can clear anything up for us and make sure everything was calculated correctly.

Dionne Boaz is our Warrior attacker, wielding two "Status On Hit" weapons, which apply status effects.

Raw damage is in brackets, top is initial attack, bottom is counter attack (noted by [C->]).
March 29, 2025 at 4:10 PM
So there's a ton going on in that gif, and it might seem confusing, but we'll break it down.

First we have the pre-battle screen that shows us our Attack HUD. This lets us know that we're doing a dual wield attack, w/ status effects, & also attacking an ally (whoops).
March 29, 2025 at 4:10 PM