▲ 11 r/TurnBasedTactical+1 crossposts

I'm trialing a feature to address my game's miss mechanic being "boring" - how does the turn based community feel about quick time events to address this. I had to rebalance the whole game based on this as getting good at QTE means your misses become your best hits.

u/astral_kranium — 3 days ago

Is adding controller support or accessibility features such as mouse only or TTS worth it in terms of marketing?

Would this make my game stand out significantly more? I'm currently going down the rabbit hole of implementing controller support, mostly because I feel like it would be cool to play my game with a controller, but wondering if this can actually meaningfully boost my standing.

reddit.com
u/astral_kranium — 28 days ago

Hex grid dice roller - after three years solo, my dark fantasy tactical RPG just hit demo

Hey all! I released the demo for my dark fantasy tactical RPG last week. Dice-based hex combat, 1-4 player co-op, four characters with multiple distinct builds each. Built on Unity over the past three years.

Drawing influence from games like XCOM and Wartales, and tabletop games like Descent and D&D, Eternally focuses on single character build mastery and tactical combat execution. Each character can be built to compliment another, with a complex rule-set (affinities, terrain, conditions, abilities etc) inspired by board games.

Demo's on Steam: https://store.steampowered.com/app/4281030/Eternally/

Aiming for Early Access in July 2026 - the game's built around replayability and multi-character build variety, and I want real player feedback shaping balance and campaign expansion before 1.0. Genuinely curious what this sub thinks - happy to answer any questions!

u/astral_kranium — 1 month ago

Posted my trailer here months ago, got crickets. Took it as feedback and paid for a pro rework - comparison inside for anyone weighing it up.

Hey all - I posted in this sub a while back (and a few other gamedev subs) asking for first impressions of my trailer and Steam page. I got a trickle of views but almost no real reaction - and the traction I'd hoped for never really followed.

At the time I was a bit deflated. But sitting with it, I came round to a different reading: the quiet was the feedback.

So I worked with a professional trailer editor to rework the launch trailer for the demo (which is now out). I put together a comparison video using roughly equivalent moments - same gameplay actions, same beats.

Comparison video here: https://www.youtube.com/watch?v=0iMxGinsHcs

Personally I think the presentation is night and day, but I'm obviously biased but curious what you all think!

u/astral_kranium — 1 month ago