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This game looks incredible, and I can't wait to play it. The only thing I could see that might be an issue with this game in terms of how my table does things is the initiative system. I usually like games that alternate sides instead of having all units on a side go in a single phase. But that's really just a small nitpick, because I think this is a great ruleset for getting some of the OSR-inspired dungeon crawler vibe into a streamlined tactical experience. 

thank you so much! maybe you can homebrew your own initiative system. it would be a little tricky, because the structure of the combat round ties into a couple other systems, like Peril, but I bet you could make it work. If you do, I'd love to see it!