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Story, Tactics, and Art. A modern re-imagining of the classic 16-bit RPG.
Story, Tactics, and Art. A modern re-imagining of the classic 16-bit RPG.
2,918 backers pledged $81,458 to help bring this project to life.

Update - 07/10/14


Hi everyone! 

Since we're moving further into development, I'll be switching from our usual art/sound/dev breakdown and starting instead with: 

Gameplay Video

For this update I wanted to give you all an extended look at the game running so you'll have a better sense of how it's all coming together. Those of you who prefer to wait to experience the game first-hand may want to stop here!

Though individually they're not very interesting to watch, the sequence of battles in the video are carefully designed as a progression to teach the players the game's basic combat mechanics. Designing a tutorial for a tactics RPG without any text is tricky business, but I think we'll get there as we continue to tweak based on your feedback during testing (more on this below). 

Apart from the tutorial stuff, one point I didn't discuss much in the video is the concept of bannermen, which are playable units not in the main cast. In the video, Alec and Marcus are bannermen who can either be saved or killed (in my play-through, due to my actions, Alec made it while Marcus didn't). If a bannerman survives in battle, he'll continue to appear in future battles as an ally you can develop. Additionally, he'll persist in the world as an NPC while you explore, so you might witness events like his reunion with his kin when your party arrives at his home town. 

Since we're not placing heavy emphasis on equipment and loot, this concept is shaping up to add a lot more depth and replayability to the game. It's also turning into an interesting way to scale the game's challenge level, since novice players can focus on keeping the main cast alive to progress through the story, while advanced players can aim to save as many bannermen as possible.

Alpha & Beyond 

A playable build for our alpha backers with the first few chapters of the game will be ready by the next update. Over the next few months I'll be sharing updated builds with additional content on a regular basis (save data will persist across updates). To help keep things manageable on our end, initially the test builds will be available for PC, Mac, and Linux. As we get further into testing, I'll be making additional announcements regarding testing on our other platforms. 

With the engine port, art overhaul, and scope of the game growing in the last few months, we've had to move the game's release date to sometime near the end of the year. The added time should give us a chance to really take the game as far as we can. For those of you who can't wait to start playing, hopefully having access to the latest build will be enough to keep you occupied :)


As we continue with production, Kalen will be hosting Livestreams where he'll be working on art for Liege. Here's a recent one he did where he worked on some of what you see below: 

We'll be making announcements on our devblog, Facebook and Twitter regarding times and dates for future sessions, so subscribe/like/follow if you haven't already! 

To close out, I'll leave you with one of Aakaash's recent works- a peaceful ambient forest theme. 



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    1. Ryan Bell on

      what an amazing update

    2. Monty Keegan on

      The game looks great. I am excited. Is there a level up system that effects movement and ranged attacks? Well keep up the good work. Can't wait to get my hands on the game!

    3. Mike McArtor on

      Looks like you're making great progress! I'm really looking forward to getting to play this. :)

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      barnaud johann on

      Very great! I love how the game have shaped.
      I can't wait to play it.
      I hope WiiU version will be day 1.

    5. Helena on

      Nice gameplay video. I like the opening, with the camera panning down the screen from the mountains above - simple, but effective. Getting more impatient to try out the alpha now!

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      Andrew Lichtenberg on

      combat, art and feel all looking great!

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      DeathMoJo on

      Out of all the games i have backed on Kickstarter, this one is really the most promising. You guys have clearly put some major effort into this and i can't wait to play the Alpha build as well as the full trilogy.

    8. Benjamin David Lee on

      nice looking really good

    9. Nick on

      Looks great, and the combat is brutal!

    10. John Rhee Creator on

      Thanks all for the feedback!

      Edward - We're looking to get everything done by 2015. Most of the delay was because we needed to rebuild our core from scratch after the engine port and art overhaul (which involved lots of technical stuff we needed to work through). The good news is we'll be able to apply all of that work to the later parts in the series.

      Christian - Good point. The map areas in this part of the game are intentionally small because its designed as a tutorial to get players introduced to the mechanics. Each section is designed to teach a separate topic (movement, attacks, defense, special abilities, etc); if you die in one of these early battles, you can continue from the last load point. In other areas, this will be less of an issue since you won't be dealing with so many map transitions mid-combat. Hope that helps!

    11. Christian Walde on

      There's one thing that irks me in the video: That it seems like switching the map acts like a magic wall that blocks anyone who was previously hellbent on ripping you apart from taking even a single step towards you. Or would the characters from the other map follow you to the new one after an appropiate amount of time?

    12. Vocarin on

      Awesome work so far. I love how everything's working together for the effect of the game, from the visuals to the movements to how delicate life is and that it just takes a few attacks for you, or them, to die. The details in the sprites and their movements and actions are all excellently done too. Simple and understated and easy to see and enjoy.

      I like the idea of bannermen and being able to affect how things go by assisting them in the present. That they are temporary allies and optional to the story is a good idea because then they won't clutter up the roster like in Tactics Ogre and Final Fantasy Tactics.

      As to the extra time, take as much as you need. With this much promise being shown, I think everyone would love to see a smooth, strong release instead of rushing it out the door. It would make an awesome Christmas present, all things considered. Keep it up, and I'm very much looking forward to the next update.

    13. Edward T. on

      Also, how long do you suppose it will take before you can release the whole trilogy? Not that I mind waiting or anything because if anything, I prefer that you take your time and polish the game as much as possible before releasing it but well, I'm just curious is all =)

    14. Micah Killgore on

      John, The game looks great! Nice job! I can't wait to get my grubby hands on the Alpha!