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.
Same, I love stat/attribute and status effect systems.

There are so many ways to do status effects and when done right, they feel useful. The idea being to make status effects a viable choice compared to just causing raw damage.
October 25, 2025 at 5:29 PM
The mechanic of this scenario revolves around a certain character tampering with the dead and creating a bit of a problem.

I may do this map where the idea is to make it inside the church, as the undead will be overwhelming and nobody has a way to kill them yet...

Kind of Halloween themed, eh?🎃
October 25, 2025 at 3:57 PM
I'm working my fastest to have this out by the end of the year, but it may be Jan/Feb 2026 as it's hard to estimate.

Also added undead units and an undead revival process similar to Tactics Ogre. Make a cute little skeleton pile for when it's "downed". Skeletons will be in demo~
October 11, 2025 at 3:22 PM
The tutorial portion takes place on the stage shown in the video, it's in two parts.

In part one you start on top of the stairs, defending the base.

In part two you assault the base from the bottom.

The idea is to work in the basics of unit positioning and height advantages etc.
October 11, 2025 at 3:22 PM
I forgot to mention, the portraits used in the screenshots and for the demo are temporary placeholders.

Since I don't have a full set of official portraits ready, it looks better if they're all the same style, so for now we're doing that.
September 27, 2025 at 7:31 PM
Albion is the first official character from the Alatian race, basically winged humans with some differences.

I was going to call him Vermiculus
Albion Skekuli, or Vas for short, but that's a bit too much for a tutorial.

(I might want to remove the chance of a Mimic spawning for the first map...)
September 27, 2025 at 2:39 PM
I hate writing tutorials almost as much as I hate playing them but there's an obvious need for it as we expand our demo player base.

I try to keep it brief, with each Trial introducing a new element. This first one is just a simple "bash your enemy to win" trial.☠️
September 27, 2025 at 2:39 PM
During gameplay, if a unit has a status effect activate, the camera will pan to them and show it before going to the next unit.

You may have multiple 'activations' in between turns and these are all handled before the next unit gets a turn.

Info about this shows up in the battle log as well.
September 20, 2025 at 2:30 PM
This also fixed another issue with redundant status effects.

Bleed, which was similar to Poison, causes a fixed amount of damage each turn and can kill you. I look at Bleed as if you have a deep wound that you make worse by moving/acting, so it makes more sense to activate on the unit's turn.
September 20, 2025 at 2:30 PM
Poison was apparently very weak, almost useless during testing so this makes it much more useful...almost too useful (it may be toned down a bit).

Poison & Venom can't kill you, they can only bring your HP down to 1 (this was always supposed to be the case, but I forgot to add it😐).
September 20, 2025 at 2:30 PM
☠️Poison & the stronger Venom do a % of Max HP damage every 10-12 'ticks'. The average unit takes a turn every 14-22 'ticks' depending on speed.

This opens up some neat tactics. For example with this new system, combining Poison and Slow will cause poison to do more damage overall.
September 20, 2025 at 2:30 PM
Thanks so much!

I've had that same itch, haha. It's a major reason why I started the project!
September 6, 2025 at 5:02 PM
Speaking of Tactics Ogre, if you haven't tried it yet, check out the One Vision mod for the PSP version.

It's like a different game, it can be harder at times, but definitely fun.

I'm now doing a run where I only use recruited boss characters (via 100% recruit cwcheat). It's tough early on...
September 6, 2025 at 3:27 PM
I was playing Tactics Ogre on Sega Saturn recently and as far as I can tell, it's the only version that speeds up vertical up/down flying.

The other versions are similar to the gif where you're stuck waiting if the unit is flying up/down a long ways.

Maybe speeding it up is better?
September 6, 2025 at 3:27 PM
Drawing the shadows perfectly in real time is still pretty difficult without 3D, so I sort of have it vanish if it's not sure where to draw it. It bugs out at the start a bit.

The castle tileset looks a bit more like an actual castle, I turned down the contrast and added some texture to the blocks.
September 6, 2025 at 3:27 PM
I never learn my lesson. 😭
September 1, 2025 at 3:07 PM
It takes a little bit from every tactical RPG I've played, with Tactics Ogre being the most influential, but it will have a unique vibe and be it's own game.
September 1, 2025 at 3:06 PM
Wow, I did not expect this type of response. I also did not realize bluesky added a DM feature.😭

Thank you so much for everyone who applied!

I'm currently working out the details with someone right now, so for now this position is filled. I'll update if there's a change!
September 1, 2025 at 3:05 PM
It will most likely be around 12-16 tiles, a base tile with some variants, and then proper edge tiles. I'll have a template you can work from.

It would be ideal if you're interested in more than a single job as I need a few things relating to tilesets.

Thanks in advance!!🥰
August 31, 2025 at 6:08 PM