SUPERPUNK Tactics is a turn-based (asynchronous) and PvP Tactical-RPG composed of three factions fighting over territories in a persistant world.
Join one of them, gather your party and get back to the roots of great Tactical RPG gameplay :
- Manipulate the environment: Warm up an oily crate to make it burn. Push it near your opponent and burn his team. Pull an enemy on water and electrify him to make him stunned or poison his units to turn his heals into self-damage. Master more than 20 status effects and even more combos to overcome your many foes.
- Design the ultimate team: Unlock powerful new talents and weapons with dozens of interaction and combinations.
- Perfect Your Strategy: Build your own battlefield and take combat and tactical decision to new levels.
FEATURES
- 3 factions
- Asynchronous PvP battles
- Persistant world to conquer and gain ressource from.
- Clans and Alliances between all clans of each factions
- A hierarchy system where the top clans take the lead of the Faction and plan the campaign by selecting where to attack/defend, translated to quests for other players.
- 22 Status Effects and many status combos to master.
- Battle Field Editor, giving the player choice and control over something crucial, tactical possibilities.
- Team Field of View, the thrill of planning an ambush, the joy of blinding or altering the line of sigh of the opponent units, that’s what we aim for.
- Reactive skill system, skills that the player decides to activate or not. Giving him the ability to cancel or completely reverse the situation by trying to predict and react to the opponent’s actions.
- And of course all of the classic RPG-like progression : quest, xp, talents, etc..., you get it.
SCREENSHOTS
![](https://i.imgur.com/hRnGb0w.gif)
At the moment the game is playable. However, few functionality are missing or still a bit buggy and it does not yet look as silky smooth as we would like it to be, but the alpha is already running on iOS and we have a lot of fun at each testflight session. We are also actively looking to improve the aesthetic of the game, so many things will change over time. Obviously this is a first from series of posts where we will share information about the game and about the process of making it.