u/Significant_Guide882

IRON VERDICT (Official Trailer).

Hi, I'm a solo dev working on IRON VERDICT. Still learning a lot as I go, so any thoughts are welcome.

A turn-based RPG built around trial by combat. You play a court official who decides cases by fighting duels, and the deeper you go, the more you find out about how the system actually works. Eventually you have to decide whether to keep serving it or turn on it.

Demo coming September 2026.
Steam page here: https://store.steampowered.com/app/4988200/Iron_Verdict/

Requiem for Faith — which visual/UI style do you prefer?

Hi everyone,

First of all, I just want to say thank you to everyone here.

I’ve received a lot of helpful feedback, suggestions, and honest opinions from this community, and I’ve already used many of them to improve different parts of my game, Requiem for Faith.

Today, I’d like to ask for your thoughts again.

I’m currently comparing two visual/UI styles for Requiem for Faith: the older version and the newer version. I’d really appreciate it if you could take a look and let me know which one you prefer, and why.

Does the new version feel like an improvement, or do you think the older style had something stronger?

Any feedback on readability, atmosphere, UI clarity, or overall visual direction would be very helpful.

Thank you again for taking the time to share your thoughts.

u/Significant_Guide882 — 2 months ago

I’m working on Requiem for Faith, a dark fantasy turn-based RPG with timing-based combat

Hi everyone,

I’m the main developer of Requiem for Faith, a dark fantasy turn-based RPG I’m making for Steam.

The game is set in Varnath, a kingdom of seven cities where faith is falling apart, war is spreading, and demons are only one part of the threat.

Combat is turn-based, but timing matters. You can Parry, Dodge, counterattack, and use Ritual timing to strengthen ultimate skills. The game also has choices that affect rewards, character paths, story moments, and multiple endings.

The Steam page is live, and I’m currently working on the demo:

https://store.steampowered.com/app/4772390/Requiem_for_Faith/

Thank you for taking the time to read. I’d really appreciate any thoughts from RPG players here

u/Significant_Guide882 — 2 months ago

Sharing one full battle from Requiem for Faith

With early voice tests by BLVDES as Corvin and レパダ (Repada) as Seraphine

u/Significant_Guide882 — 3 months ago
▲ 34 r/JRPG

Requiem for Faith - Official Trailer | Dark Fantasy JRPG with Parry & Dodge

Hi everyone,

I’m Ko, the solo developer of Requiem for Faith, a story-driven dark fantasy JRPG currently in development for Steam

The game is built around turn-based combat with timing-based mechanics like parry, dodge, and Ritual-powered ultimate skills. I wanted to keep the strategy and party-building of classic turn-based RPGs, while adding moments where reading the enemy and timing your response can really change the outcome of a fight

Choices are also a major part of the game. They don’t just change small dialogue lines, but can affect the story, rewards, character growth, and the direction your faith takes over time. Some choices may lead you closer to the gods, while others may push you toward forbidden powers and demons

The game also features party progression and Accords, which allow you to call upon gods or demons depending on the path you take

Story-wise, Requiem for Faith takes place in Varnath, a kingdom of seven cities where faith, politics, and forbidden powers are beginning to fall apart. You follow Seraphine, Captain of the Holy Knights, a woman who once devoted her life to protecting the faith and the kingdom. But as the truth begins to surface, she is forced into a crisis that challenges everything she believed in, and every choice she makes can shape what she becomes

I recently released the first trailer, so I wanted to share it here and hear what JRPG fans think of this kind of combat and choice-driven direction

Steam page: https://store.steampowered.com/app/4772390/Requiem_for_Faith/

X: https://x.com/sealdeskgames

YouTube: https://www.youtube.com/@sealdesk

Thank you for taking a look

youtu.be
u/Significant_Guide882 — 3 months ago

Would timed Parry, Dodge, and limit skill inputs make a pixel art RPG more fun for you?

Requiem for Faith

I’m working on Requiem for Faith, a dark fantasy pixel art RPG with turn-based combat, but I don’t want battles to feel like you’re just picking commands and watching things happen

https://preview.redd.it/4d0qplfmnv3h1.jpg?width=1920&format=pjpg&auto=webp&s=c6031859d56923fd6ba26f70383be8bf0666110e

https://preview.redd.it/4zq9j1zinv3h1.jpg?width=1920&format=pjpg&auto=webp&s=912328a613f1239961ffb79ee84be8f0f156c38c

https://preview.redd.it/14lquzq1gv3h1.jpg?width=1920&format=pjpg&auto=webp&s=f24075b5f5e4bbcb5f6bc1fdc0e7dbd3a2bae67f

So the combat has Parry, Dodge, and timed Ritual inputs for limit skills, where pressing the button at the right moment can make the attack hit harder

I’m curious how people feel about this kind of system in a pixel art RPG

Does it make turn-based combat feel more engaging, or do you prefer classic RPG battles without timing-based mechanics?

reddit.com
u/Significant_Guide882 — 3 months ago