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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.

More Game Play Insight from the Questions You Asked


Hello everyone!

Below are some answers to your questions. Note that this is all based on my original iOS/Android game design, so the ideas here are coming to the game whether or not the Playdek Kickstarter is successful. Thanks! -Matsuno

 Q: “Will the overall game play be an open-world feel with tactical battles or more like the 'going between towns on a road' feel like FFT?”

A: Though the world map will look like FFT and TO’s, with various towns, strongholds, and the like, as the focus of this game will be participating in slices of history, the player will not move from town to town, but from time to time. At any given time, you will have a range of “scenarios” (i.e. battles) to choose from.

Q: Will there be random battles or will we see the monsters/enemies and be given a choice to charge at them or try to get around them?”

A: Since the player will be choosing which battles to participate in, there won’t be random battles or an evasion mechanic.

Q: “Will there be side quests available?"

A: Not at launch, but side quests will certainly be part of the expansion material we make available in the months following release.

Q: Will there be some level of exploration; along with that if there is will there be a treasure hunting system where you will be able to find and open chests?"

A: There won’t be a separate game mode for finding treasures, but you’ll be able to find them during battles as with previous games.

Q: “FFTA and FFTA2 moved away from Charge/cast times, which I felt heavily took away from the depth of those games. Will Charge/Cast times be a core component of this game? One of my favorite mechanics in FFT was casting time."

A: Sorry, there won’t be casting times in this game.In fact, the reason why FFT included a casting time system at all was to allow the game time to load graphic effects. This was a necessary consideration due to PlayStation loading times and memory concerns. Speaking as a developer back in those days, I can tell you that we weren’t happy with it.

 Q: “During battles will there be randomized events that happen differently each time, such as a third army come to take advantage and attempt to kill both sides?”

A: As the central story concept of this game is to “replay” battles that took place in the history of the world, there won’t be truly random events during battle. However, you could well find yourself surprised by unexpected events, like the arrival of a new army, that went unrecorded by the chroniclers of the day.

Q: “Will enemies scale with you or will they remain a constant level?”

A: Enemy level will be constant. However, there will be five difficulty levels for each stage. Clearing an episode once on the easiest level will unlock the next difficulty level. Though the story of each stage will remain the same on subsequent plays, enemies will be both stronger, and in some cases, entirely different, requiring new strategies of the player. Higher difficulty stages will also give more powerful items as rewards.

Q:“The amount of experimental ideas for tactics type games that haven't been explored is insane . . . I’d love to see more clever uses of altitude in the combat field, as in, going beyond simply giving straight up more advantage to those that have the higher ground."

A: No details on this yet, but it’s definitely something I’d like to explore.

Q: “The "World" system from PSP remake of Tactics Ogre: Let Us Cling Together is a fantastic mechanic that I hope can be incorporated in this project.”

A: While it won’t be exactly the same as the World system from TO:LUCT, there’s some similarity in how you will be able to travel freely through different points in the game story’s history.

 We hope you enjoyed reading these answers to your questions, and we hope that you continue to share your comments and questions with us about the game!

We have some great things planned over these next few days such as another AMA with Jeff Garstecki, Playdek’s Chief Creative Officer, a live Ustream with Joel Goodman, and more game information so stay tuned!



Thomas Kim, Jordan Ziyang Neo, and 42 more people like this update.


    1. Creator Vinnie Emilianowicz on February 10, 2014

      I must say, Casting Times made things more exciting. They also made it more strategic. The more I hear about this game, the less and less strategy there seems to be. No side quests, no casting times, no grind ability, etc. Sadly I'm becoming more and more disenchanted with this idea.

    2. Creator Jose Mejia on February 10, 2014

      so, about the charge/casting times, both Archers and Dragoons abilities were based on this mechanic, mathematics could insta-cast stuff (i think) and the more lvl your character had the less charge/cast time it required, all the dept it gave to the game was because of a limitation the PS had?
      ok, it's impressive how you built and balanced a game around a PSX issue and I know there are several great tactics games that work without it, but I'm sure I'll miss it a lot...

    3. Creator Kahlú on February 10, 2014

      This is turning out to be more of a casual mobile phone SRPG than a gamer's game. According to the stretch goals, we must raise $2.25 million dollars for this to be a smash success fitted with all the features and content we want. If we hit the bare minimum funding target, we'll only get a casual game. There are 4 days left to hit the minimum funding of $600k. You'll have your basic SRPG, but will you have your epic adventure without the $2.25M difference?

      Don't lower your pledge just yet, but if you're going to up your pledge do it now.

      @John Ooterveld, correction-- The over saturation is not just FPS anymore. It's indie sandbox survival. Get ready for a summer of sandbox clones with shooter elements and zombies.

    4. Creator Peterious on February 10, 2014

      Daniel, You are moving through TIME not through SPACE. So it makes sense that all of the battles you get to choose from are within the same geographic location.

    5. Creator Daniel Martin Montes Celedon on February 10, 2014

      I have to say i'm disappointed with this Q&A, no moving between towns?, no enemy scaling?, no random battles or battles with an evasion mechanic to just bypass them?... i'm a backer but i'm not sure i made the right decision... now i don't see how they can get 125,000 usd in 4 days. even less with these answers that just turn off the hardcore fans of strategy who are the ones backing this project.

    6. Creator John Oosterveld on February 10, 2014

      Stuck at $475,000 for weeks now and only 4 days left. How did it come to this?

      Unsung Story = Untold Story
      This World = Forever confined to an abundance of CoD clones

    7. Creator ekster on February 10, 2014

      About the previous comments, I kind of had the fear that it's too much of a mobile/casual game and would love it if we could get more info (even if it's still very early design concepts) about the changes that would happen if it hits the PC/console market.

      More info on that should help a lot of people make up their mind when it hits the 48 hour mark, I bet.

    8. Creator Alexey on February 10, 2014

      It is clearly stated in the beginning of this post that all answers are made from the perspective of mobile game concept. Meaning that if this KS is a success then game concept will be changed to fit PC-platform as main platform. So backing out means that you support mobile concept by not letting to change it)
      Also, I do not see why presented answers are denying challenging and complex tactics game. Too much speculations and too little info.
      But I can see that in such early development phase there hardly can be more info to share.

    9. Creator olpika on February 10, 2014

      This faq is very informative. That's the kind of questions we all wanted to be answered from the very beginning. Unfortunately, the conclusion for me is that this game is in no way a spiritual successor to FFT or TO. It's a casual mobile game. There's nothing wrong with that, but I surely have no interest in that. I'm gonna pass on this one. Good luck.

    10. Creator Scott Overman on February 10, 2014

      Here's hoping you can bury treasure (like gold) in the historic scenarios and dig it up in the future scenarios where you left it (when maybe it's worth more).

    11. Creator Saphirweapon on February 10, 2014

      Well even if it is a bit much of speculation, but this update leaves a bad taste behind. It seems that the gameplay from the original mobile device version will be very casual. No casting times on the "enhanced" pc version doesnt make this one much better. Sidequests not being there at release and brought in with expansions reads like cash cow dlc plans.

      This update really takes away hope for some complex and challenging game as most things are just bringing a big "casual" along for me. While this is an understandable and legitimit way from economic perspective, it ruins the game for people that are sick of all that around casual crap designed games.

    12. Creator Kahlú on February 9, 2014

      Calculator was insta-cast... ... Are you speaking of the Summoner class?

    13. Creator Wooster on February 9, 2014

      I enjoyed this update. Very informative and the new concept art nicely breaks up the wall of text. Glad to see Playdek getting their act together.

    14. Creator Peterious on February 9, 2014

      Thanks for the info! While I am a little bummed about the lack of random battles, I LOVE the multiple difficulty levels!

    15. Creator Asa on February 9, 2014

      Thanks for the information and new Concept art. Even if the details disappoint backers they give us s better idea of what the game will and won't be like. They are much appreciated. I'm still hoping this campaign can pull a rabbit from it's hat and reach it's goal.