Dusk Tactics
@dusktactics.bsky.social
1.4K followers 55 following 290 posts
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.
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dusktactics.bsky.social
Hey everyone!

Happy #ScreenshotSaturday to all you #gamedev folks out there!

I'm going to try and post more regularly from here on out, haha.

Hope I didn't post this one already. I usually take gifs, so I have a ton to upload when that feature is added.

#indiegame #indiedev
dusktactics.bsky.social
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~
dusktactics.bsky.social
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.
dusktactics.bsky.social
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
dusktactics.bsky.social
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.
dusktactics.bsky.social
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...)
dusktactics.bsky.social
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.☠️
dusktactics.bsky.social
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
A screenshot of the new Dusk Tactics Demo. The top right of the screen says "West Wall Entrance, Eastern Command, Anastris" which is the location of the battle. Your tutor, Albion Banebreak is currently saying "How you position your units and where you attack from can make a world of difference."
The map shows a simple castle entrance with 4 enemy soldiers bearing down on you. A screenshot of the new Dusk Tactics Demo. The top right of the screen says "West Wall Entrance, Eastern Command, Anastris" which is the location of the battle. Your tutor, Albion Banebreak is currently saying "Chests like this one can be destroyed as well, but you'll only get what's inside if you open it using an action command."
Albion is standing in front of a chest while he says this.
dusktactics.bsky.social
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.
dusktactics.bsky.social
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.
dusktactics.bsky.social
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😐).
dusktactics.bsky.social
☠️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.
dusktactics.bsky.social
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
Part of a new map, an isometric, pixel art, tilemap that shows a large stone bridge spanning rugged terrain. A long winged unit stands atop the bridge.
dusktactics.bsky.social
Thanks so much!

I've had that same itch, haha. It's a major reason why I started the project!
dusktactics.bsky.social
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...
dusktactics.bsky.social
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?
dusktactics.bsky.social
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.
dusktactics.bsky.social
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
dusktactics.bsky.social
I never learn my lesson. 😭
dusktactics.bsky.social
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.
dusktactics.bsky.social
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!
dusktactics.bsky.social
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!!🥰
dusktactics.bsky.social
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
A map depicting a town from the game Tactics Ogre on SNES.
dusktactics.bsky.social
You nailed this! The most memorable part of this series for me is watching the driver and passenger bounce around, haha.
dusktactics.bsky.social
LOVE that isometric pixel art!!😍