This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Genre: Strategy, RPG
Platforms: PC, Mac, Linux
Languages: English
Players: Single-player
Jul 9, 2014 @ 7:09am
Nov 26, 2014 @ 3:07pm
Recent Announcements View All (5)
Development Update: Design, Fixes, Beta

Most of the work involved pacing and balancing the long-term game in which you fight your way across the land and build up your custom squad of heroes, which serves as the backbone for the immediate tactical combat. This involved adjusting XP rewards and level requirements, item and recruit prices, and how and when various items can be found in treasure chests and on fallen foes. It also included giving enemies and recruits different equipment loadouts and character builds depending on the difficulty of the zone in which you encounter them.

With all the new items added last month, the game can actually be a bit larger than I had previously planned. As a consequence of this, instead of randomly choosing a boss from a pool of four, I've adjusted the design so that you always fight all four, one for each of the different zones (though in a randomly determined order, so that which boss is the last boss is still random). I think having four boss fights helps a lot to break up the game. Boss fights and castles are a big change of pace from wilderness and town attacks, and it gives a nice sense of progress. Bosses have unique abilities that no other enemies posses, have a group of minions with them, and have a ton of health so that you need to either attack and fall back, disable them, or prepare a tremendous initial burst of damage.

I also substantially redesigned how enemy castles work. Previously, you would almost always end up having one large fight right at the entrance, and once that was over you could just safely walk up to the boss's lair. However, I wanted to emphasize what was unique about castles from a gameplay perspective, which is close quarters combat: having to bunch up your squad or split up into groups, having to turn corners and cover multiple attack vectors in hallways, having enemies take different paths through the halls and come up behind you. I adjusted the area so that you can enter the castle without incident, only to be set upon by enemies wandering the halls once you're inside.

I increased the mental damage that characters take from being attacked to make morale an even bigger part of the game, but I also reworked the code that handles when that damage is applied to make it a little more nuanced. For example, a bullet fired from the other side of a solid stone wall doesn't perturb characters, but if they are only behind a pillar, or parts of the wall nearby have been blasted out, it does. I also heavily reworked how the throw skill works to ensure that it is viable even in area types that don't have lots of heavy stone and metal objects.

I've adjusted the compass on the GUI to display North, East, South, and West so that it's easier to keep track of where you are and where you're going on the world map at all times. Additionally, camera rotation is gradual now instead of instant, which makes a big difference when it comes to keeping your bearings in the game world. Finally, in addition to external things like creating an installer, icons, a configuration menu, and setting up the server for downloads, there was a whole host of bugs and 'rough edges' of the game that were smoothed.


I'm also happy to announce that the beta will be beginning soon! On the evening of November 30th, I'll email all backers who have pledged for beta access a link where they can download the game.

This month's video is a partial playthrough of a castle interior:

That's all for this update! Thanks for reading.

Tom Johnson

The video games you played as a kid, mashed together and remade into a tactical role-playing game.

  • Explore an open world where characters, items, and environments are an eclectic mashup of classic games.
  • Detailed turn-based combat system inspired by the 1994 classic, X-Com.
  • Realistic physics simulation and large, open environments allow for a rich variety of tactical options.
  • Permanent death ensures that combat is always tense.

Every time you start a new game, the game procedurally generates a new world, using decades-old video games as its building blocks. The result is a collision of genres, where haunted swamps, tropical war zones, and peaceful mushroom villages all stand side-by-side. You'll build up your own custom squad of retro game characters, with a mix of skills ranging from mental health and reaction time, to the use of blasters and the ability to jump five times your own height.

Enemy is built on a turn-based combat system closely inspired by the original X-Com and Jagged Alliance. You'll devise strategies based around the unique set of abilities you've chosen for your team, and then execute them step-by-step, all while responding to counter-moves made by the enemy. It models the stress of battle on your heroes, who can flee or go berserk if things start to go too wrong. Additionally, everything in the game is destructible. If you damage the supports of a building in the middle of a fight, the whole structure can come crashing down on you. Inadvertently starting a small fire in the wrong place can lead to being caught in the middle of a massive inferno. Combat is dynamic, and easily spirals out of control.
Popular Discussions View All (7)
Dec 2, 2014 @ 2:54pm
I saw the new update-AWESOME (Beta coming soon)
Oct 16, 2014 @ 5:37am
Can we get some more details?
Mojavi Viper
Aug 14, 2014 @ 4:10am
I cannot wait for this game!
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Trash Jan 30 @ 6:27pm 
It's really hard. Fun, but hard. (Also, can you fix the constant crashing?)
Blackadar Jan 29 @ 8:50am 
Today's the day!
Blackadar Jan 27 @ 7:38pm 
Me too Borgia. It looks fun.
Borgia Jan 26 @ 1:11pm 
Backed this on Kickstarter. Can't wait for it to come out.
flagyl2 Jan 13 @ 8:54am 
@SaberCat-These ARE the graphics and they are NOT likely to change. It's an art style. This game is about the gameplay (tactical turn based). It's not meant to be not eyecandy, like Goat Simulator.
CrocBain Jan 8 @ 5:11pm 
its gonna have better graphics right!?!?!
SirFish Dec 23, 2014 @ 5:42pm 
Your game is exceedingly hard to find you know that? I am AMPED to play it and it looks amazing. But I stumbled upon it looking up "rogue-likes for PC" and found it from a post from a year ago. I recommend a change in Title, but beyond than that. I wanna play!
NooklearToaster Nov 26, 2014 @ 5:10pm 
Congrats on being greenlit! I'm eager to see this come together :)
flagyl2 Nov 16, 2014 @ 6:58am 
Hey guys. Beta keys are avaiable to purchase and can be redeemed on 11/30. They are $50 now (to be fair to the backers), but the game will go for $12.50.

Go to
-Anas;z Nov 2, 2014 @ 1:51pm