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A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno, Playdek, and you, the fans!
A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno, Playdek, and you, the fans!
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15,824 backers pledged $660,126 to help bring this project to life.

Detailed Design Insight from Yasumi Matsuno


Hello everyone!

Without further ado, today's big update is a detailed design insight of the game from Yasumi Matsuno.


Q: What kind of game is Unsung Story? What genre is it?

A: Like other titles I’ve worked on in the past such as Final Fantasy Tactics and Tactics Ogre, Unsung Story will be a tactical RPG that uses a turn-based system where each unit (not each side) has its own turn. As we originally began development on this game for iOS/Android tablets, we expect the game systems at launch to be as simple as possible and free of any overly complicated mechanics. That said, with the success of this Kickstarter we fully intend to expand that gameplay, incorporating our backer’s ideas into the final gameplay experience.


Q: How long will the game be?

A: The game will be composed of several episodes, each of which is like a short story. Each episode will include about four to six stages, and at launch we plan to have about five episodes in total. So based on this, there should be somewhere around twenty-five playable stages.


Q: Could you give us more details on these episodes?

A: In a distant age, war broke out between two great powers in the fantasy world of Rasfalia. The ensuing struggle lasted seventy-seven years, and would later be known as the Jelamond Uprising. Numerous heroes were born in the course of the Jelamond Uprising. Some fought bravely for half a century, while others gave their lives in the briefest of moments. The story of each of these heroes is what we’re calling an episode. By joining them in their battles that span the course of the war, players will see for themselves if these heroes are truly worthy of the glory history has accorded them. While there are five episodes, each revolving around a separate hero, planned for launch, while the game is live, we intend to continue expanding various game systems and bringing out additional episodes that showcase these systems.


Q: Who will the main character be?

A: There is no main character such as Ramza (Final Fantasy Tactics) or Denam (Tactics Ogre). Players will assume control of a group of common warriors and take part in battles from episodes spanning the course of the war.


Q: What kind of battle system will the game have?

A: We’re keeping the details close to our vest for now, but it shouldn’t differ dramatically from past titles such as Final Fantasy Tactics or Tactics Ogre. It will be a turn-based system that places importance on the speed of each unit, with faster units acting first. Battles will unfold as units move, attack, and take other actions. The game will include multiple character classes. By leveling up, units will learn various new skills for their class. This arsenal of skills will be their means to defeat the enemy.


Q: What classes will be in the game?

A: Classes will fall into one of three broad categories:

  • Warriors that fight with brawn.
  • Mages that specialize in spells.
  • Monsters that excel at special attacks.

With these three categories in mind, we plan to have the following five primary class-types available at launch. (*Note that these are subject to change).

  • Attackers - Fighters that emphasizes attack power. They fight with longswords, massive axes, spears, and maces. The sub-class names will vary with the type of equipment and weapons they use (Warrior, Fencer, Berserker, Archer, etc.).
  • Defenders - Fighters that emphasize defense. Equipped with a shield, they will protect their allies from enemy attacks. The sub-class names will vary with the type of equipment and weapons they use (Knight, Hoplite, etc.).
  • Mages - Magic-users that wield offensive and support magic. The sub-class names will vary with the type of equipment and weapons they use (Wizard, Enchanter, etc.).
  • Healers - Magic-users that wield defensive and healing magic. The sub-class names will vary with the type of equipment and weapons they use (Cleric, Alchemist, etc.).
  • Tamers - Characters that command mythical beasts and monsters. The sub-class names will vary with the type of equipment and weapons they use (Beast Tamer, Dragon Tamer, etc.).

Units gain levels in each of these five primary class-types.

So for example, if there was a character named “Yazz,” he might be a Lv. 10 Attacker, Lv. 20 Defender, Lv. 17 Mage, Lv. 12 Healer, and Lv. 4 Tamer.


Q: Will units be able to change classes? If so, what will the class change system be?

A: Each unit will be able to freely switch between classes. There are no particular prerequisites for this, however, since equipment and weapons determine class, the equipment your party has available will determine the number of available classes. (*So if you have five Attacker weapons, you can have five Attackers.)


Q: In the primary class descriptions, you wrote that “sub-class names will vary with the type of equipment and weapons” units use. What does this mean? We want details!

A: This game will include a variety of weapons. There will be familiar weapons such as short swords, daggers, and gladii, as well as wooden staves, clerics’ staves, and many, many more. What’s important is that each weapon will belong to one of the primary classes.

For example, the short sword may be a Defender weapon, the dagger and gladius may belong to the Attacker, the wooden staff might be a Mage weapon, the cleric’s staff might be a Healer weapon, and so on. The weapon a unit equips will determine its primary class, and any experience points earned will be applied to levels for that class. Building on this, I’ll explain what I mean by “sub-class names will vary with the type of equipment and weapons.” I mentioned that the short sword is a Defender weapon, so equipping a short sword would make a unit’s primary class Defender. Furthermore, the short sword is a weapon of the Knight sub-class, so by equipping that short sword, the unit changes to become a Knight.

By the same token, equipping a gladius would make a unit’s primary class Attacker, and its sub-class Warrior. You can equip a different sub-class weapon belonging to the same primary class and still earn experience points toward that primary class.

For example, equipping two different Defender weapons, the Knight’s short sword or the Hoplite’s short spear, will both earn experience points toward the Defender primary class level.

You might wonder what makes the sub-classes different. The answer is that their abilities in battle will vary. Though they’ll have different stats such as VIT and STR, the key difference is in the skills they’ll be able to use. This is extremely important because the skills a unit can learn when leveling up depend on its sub-class at the time. So for example a unit that turns Lv. 8 as a Knight might be able to learn the Rampart skill (temporarily raise the defense of nearby allies), while a unit that turns Lv. 8 as a Hoplite would be able to learn the Passion skill (temporarily raise her own defense), sending the unit in two very different directions. Essentially, the system allows you to shape a unit’s development by choosing which sub-class it is, and in turn what skills it learns. This gives each character its own identity.

I have some other ideas to add interesting twists to the class change system, but I’m going to keep those to myself for now. Thanks!


This is the meat behind what we have been revealing. He is happy to see all of your great interest and support, and this is what he wanted to reveal to you, the fans, in his words. He looks forward to your feedback and comments. It is important to note that these details are still being fully conceptualized and designed, so some of the information he is sharing with you today is subject to change; but if/when that happens we will be sure to let you know so you can stay on top of the development of the game.

We will continue to work on some more great updates for you and will continue to release more and more information as time goes on. Our creative juices are pumping and we are so excited to be able to work on this amazing project, and it wouldn’t be possible without you guy all there supporting us, so thank you!

Please continue to keep your ideas and suggestions coming because everything you say is being read and who knows, you may have the next great idea we implement into the game!

Feel free to visit and use our forums to share your brilliant ideas with us:

We hope you all have a great weekend, and we will be back later with more so stay tuned!




    1. Creator Doug Edwards on February 12, 2014

      Will the backer only classes ever become available for purchase as DLC or are they true exclusives? Also how will they compare with the normal classes? Will playing as Polearm Knight make the game super easy?

    2. Creator Gnostic on February 2, 2014

      There are also way to improve game-play enjoyment with multi class.

      Rather that having multiple class / profession only giving skills of each class, there should be more interesting way to give perks to multi-class.

      For example combining fighter with tamer class actually let you ride the beast you tame for stats / ability boost. You get to be a dragon knight if you tame a dragon. Then add range / mage class to the mix then you can shoot projectiles / fireball from a dragon back further because you are higher in the sky and gravity boost your hits harder.

      There should be a terrain advantage on high ground / flying, with high ground giving the possibility of defense boost and being higher give some offense boost (accuracy, damage, range).

      Initiative / speed stats should be more dynamic, instead of just acting first, it can allow you to act twice or trice if your initiative / speed is much higher. Otherwise there is little reason to boost speed if you can only act once per turn.

      That way combining healer with a very fast class allow you to heal / boost your party multiple times when you need it.

      Some beast of the tamer can give more terrain advantage

      Combining the defender with tamer beast that can dig / trench will boost defense to the roof, with hiding / moving underground to escape when the character is being overwhelm. When fighting on body of water or when the weather is raining should heal summons like water element each turn, conveying the heal perks to the defender / tamer / rider. Likewise fire element on hot area. some beast like phoenix can even give the defender / tamer a second like if the mana / magic points is not below certain limit.

      Commanding Attacker and defender may give a commander class that boost ally nearby or de-buff enemy. The possibilities are endless and should give much game play value.

    3. Creator Emma Yorke on February 2, 2014

      Aaah, well that's nice to hear, that we'll at least be able to keep our *party*, as such, even if single main characters will come and go. :) We can at least get emotionally invested in our soldiers/mercenaries/party members :)

    4. Creator kenshivalion on February 1, 2014

      I'm cool with the different "main" characters per episode. Any chance they would all come back to your party post-game for additional challenges?

    5. Creator zacH on February 1, 2014

      If there is enough demand for it, would the stance on "no main characters" be changed? I think it would be really great to get attached to a main character, even if it's a person's spirit inhabiting the body of several characters throughout the story.

      Hope we'll see some art soon! Backed because I LOVE Akihiko Yoshida's work. Thanks for making a linux port, as well!

    6. Creator Andrew on February 1, 2014

      This update was fantastic! It really brings some information that is as concrete as possible at this stage which is what so many of us want. Of course everything is subject to tweaking as it should be. I am a little bummed about not being able to carry one protagonist and see the growth of characters alongside them (as in FFT) but this does open up avenues to see a major conflict from multiple angles which I love. I guess that's something I really loved about FFT. You did have one protagonist but you did see the realities of the conflict through the eyes of characters you encountered whether they ended up in your party, were your perceived enemy or in some cases are your ally and then turn into an enemy (and vice versa). It was this constant re-evaluating of the conflicts and the characters' views of the conflicts that ultimately made the storyline so compelling. I really hope we see that again in Unsung Story.

    7. Creator Playdek on February 1, 2014

      Tyler maybe we can sweeten the deal this coming week! ;)
      Tarli I will be sure to pass this request along!
      James the game indeed won’t have a main character, however Peterious is correct in that there will be a main focal character for each episodes. Also Lumiere, you will be able to keep you party member characters, however the “heroes” (focal characters) you mention will be different. But you will get to keep your party members and help build them up!
      Ben I hope there will be hidden characters classes too! Those always make the game more interesting imo!
      Adrian we aren’t sure on that yet. We are going to focus on the main game first before looking at the possibility of DLC. ;)
      As for the episode and scenario lengths, no need to worry! They will be much larger and longer than I think you are perceiving at this time. We will have more information later this week that will go into this in further detail so stay tuned!

    8. Creator Michael Mc on February 1, 2014

      Thanks for the informations !!
      But I think that 5 stages per episode isn't that much... or perhaps there are more than 5 battles per episode ?? Or mabye that stages can have several rooms ?

      I hope that there will still have some unique classes or even hidden classes!

    9. Creator Alexey on February 1, 2014

      @Cassandra and volcatius
      I bet you will hear from your previous heroes while playing other chapters. I think that I can see Matsuno-san's massage that episodes will be created from highly intertwined fragments of a global story.
      For me that approach looks fresh enough and I'd love to discover epic dramatic story from different points of view of different characters.

    10. Creator Emma Yorke on February 1, 2014

      It's a little disappointing to hear about the way we won't get to keep a single, solid team throughout the game. Like others have pointed out, you'll no sooner invest your time and emotions into a character's story and skills than you'll be forced to give them up for a totally new team. I think this was one of the big gripes with games like Krater, where people couldn't stay involved with a set cast of characters. This makes me sad. :(

    11. Creator Muad'Dib on February 1, 2014

      I don't like the idea of short campaigns instead of an epic story with a protagonist. No character identification and and less development.
      But of course it's more DLC friendly...

    12. Creator Tal P. on February 1, 2014

      Totally loving what I'm reading here. Free class changing for everyone, I like how you swap around weapons to change, I like how there's the main group(attacker, defender, etc) with the sub classes underneath...I can totally see myself spending a lot of time with a system like that. Just reading it makes me want to break out my FFT copy again.

    13. Creator Adrian Tai on February 1, 2014

      hmm.. nice implementation for the class/ sub-class. looking forward to it.

      as for the additional episodes, will they be a new game, or there will be payment to unlock them, or will they free, etc...?

    14. Creator Rowan Ellis on February 1, 2014

      I love everything I'm reading here! Can't wait for this to become a reality.

    15. Creator Ben Pennell on February 1, 2014

      This is a very interesting character progression system. I was at first worried that the characters would be generic since you would just be able to swap out equipment to switch between classes which all shared the same level. But the idea that you have to choose which class to be when you level up to permanently determine a unit's abilities is great and will make for a lot of tough choices when designing your party.

      It also makes me hope for there to be a few hidden classes which you only get by acquiring unique items. Finding the rare class change items like the blood spell or crown was one of my favorite features of Ogre Battle. That game also had a good system for recruiting monster units which I could see happening in Unsung Story with the beast tamer classes.

      And its interesting to see that the "main characters" are going to essentially be guests in your much more permanent party of nameless player built characters. Perhaps this is a comment about who the real unsung heroes are.

    16. Creator Sacrificial Toast on February 1, 2014

      A short story structure sounds interesting to me. I can get behind it.

    17. Creator Lumiere on January 31, 2014

      @Peterious: Which is why it was asked before whether heroes carry over. So if each chapter has its own main character(s), how are we going to keep the previous characters?

    18. Creator mistborn on January 31, 2014

      Five stages per hero seems extremely short. Hardly get to know them before they are done. How do you achieve any sort of leveling of character progression in five stages?

    19. Creator Peterious on January 31, 2014

      @James: From the sound of it, while there is no "Main" character, each chapter does seem to have it's own main character(s) So I think it will be more in line with what you are used to.

    20. Creator James Petit on January 31, 2014

      Much better than last one, good job. At least the questions were answered this time. Only thing I have a problem right now is the "No main character" idea, and the "Everyone can become anything" idea: it sounds like the characters we will control won't be very unique. Other than that looks fine and i fell like keeping my pledge now.

    21. Creator Bruno Figueiredo on January 31, 2014

      @Tarli Morgan i agree! Iespecially since they might be dying in the end i'd love to see some Joan of Arc-esque character! ^^
      This idea of separated characters reminded me the concept used at Valkyrie Profile, where you actually would pass through the story of each fallen hero, knowing his story, his strengths and actually added a specialfeeling regarding each of the heroes! ^^
      Really looking foward to something similar here! ^^

    22. Creator Sailor for you on January 31, 2014

      If there are really only 25 stages, then this game will be relatively short (about 12 hours) compared to other games that can take considerably longer. Please consider having either more levels, non-story levels or challenge levels so that the game will last longer! It would be a shame to waste all of the customization, classes and characters on such a short game!

    23. Creator Belias the Gigas on January 31, 2014

      Please please please have at least one of the episodes centred on a woman! That'd be really great since Matsuno does such amazing women, but so rarely centre-stage...

    24. Creator Tyler Laney on January 31, 2014

      Thank you for a much more satisfying update. Adding a little art would definitely sweeten the deal though :)

    25. Creator Mark L on January 31, 2014

      Thanks so much for this update. It made a lot of things I was fuzzy about much clearer. It sounds like the kind of game I would enjoy.

    26. Creator Bruno Figueiredo on January 31, 2014

      Awesome update! ^^

    27. Creator Tarlol on January 31, 2014

      Sounds like a dream come true.