Permadeath makes you care more about your squad?

I've played plenty of tactical games with permadeath, but I've noticed that permanent death alone doesn't always create attachment. In some games, losing a soldier is devastating. In others, they're just another replaceable unit.

So what do you think? Is permadeath enough to make you emotionally invested in your squad, or does that come from something else with progression, personalities or simply good game design? In our sci fi tactics Frontier we removed permadeath do add more personal approach to your crew.

What's the first tactical game where you genuinely didn't want one of your soldiers to die?

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u/oduvangames — 11 hours ago

Every squad has soldier you'd never put in danger. Who was yours?

Every squad has that one soldier you refuse to risk. Maybe they survived impossible odds or carried your campain through its roughest missions or it's simply a veteran from your original roster. At some point, they stop being just another unit and become someone you'll change the entire strategy to protect. Who was yours and what made them so irreplaceable?

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u/oduvangames — 6 days ago

[OC] Spaceships from our upcoming indie sci-fi RPG: From mass-produced military corvettes to legendary capital ships.

u/oduvangames — 22 days ago
▲ 7 r/scifi

[Frontier: Path of Shadows] Spaceships from our upcoming indie sci-fi RPG: From mass-produced military corvettes to legendary capital ships.

u/oduvangames — 22 days ago
▲ 1 r/HFY

Frontier:Path of Shadows. Federation.

My dear friend,

Thank you for your letter. Your account of Earth was thoughtful and wonderfully detailed. I was especially delighted to recognize so much of my own first walks through those ancient cities in it. 

Unfortunately, the unpleasant incident you described felt familiar too. I am very sorry that prejudice toward your heritage marred your journey. Open hostility toward Arboreans is neither universal nor officially encouraged in the Federation. On the contrary, by the standards of the Ecumene, it remains one of the most culturally open societies. But old states tend to carry old fears with remarkable care.

The Federation is the oldest state in the Ecumene: Earth, Mars, Venus, Ceres, the Belt, and many colonies built around the idea that the Solar System is humanity’s cradle. For a long time, this was not only poetry, but political reality. The Federation was the center of human population, wealth, science, and power.

Then the colonies grew into powers of their own. Arborea, Centauri, Pluto, and later Diadem became independent states with their own cultures and ambitions. The Federation accepted this politically. Many citizens accepted it sincerely. Some did not.

To understand why, one must remember the Second Interstellar War. Naturally, the story was not one-sided: there was political pressure, economic conflict, sabotage, and pride on all sides. Still, the Federation entered the war expecting to reassert its authority, and suffered a defeat that was both military and psychological. Politicians such as Margaret Eisen turned that humiliation into a convenient story: the Federation had been betrayed by “ungrateful” colonies, mutants, cyborgs, and barbarians. 

Arboreans — the “mutants” — became easy targets. To many Federation citizens, we embodied unwanted change. Wartime propaganda further amplified fears of biological modification. The Federation had long regarded the “natural” human genome with piety; Arborea represented a far more flexible vision of what a human being could become. Fear of the unknown often disguises itself as superiority. 

Much has changed since then. The major powers now cooperate as the Big Five. The Federation remains rich, stable, and influential. Its economy is among the strongest in known space, its fundamental science is unmatched in many areas, and Earth remains one of the Ecumene’s greatest diplomatic and cultural centers.

Yet historical memory fades unevenly. Every society, including our own, carries old prejudices and reasons for mistrust. In the Federation, such sentiments often take root where pride was wounded and never properly healed. 

So when some Federation citizens meet an Arborean, they do not always see a person first. They see an old war, an old argument about humanity’s future, and a reminder that the Solar System is no longer the unquestioned center of history. 

My advice is simple. Remember that you did nothing wrong. Do not let another person’s insecurities teach you shame. The Federation is not your enemy, dear friend. It is a great and complicated civilization, capable of generosity, curiosity, and grace. It is also, like all civilizations, not immune to human weakness.

Old worlds can be beautiful. They can also be very slow to learn.

Yours,
KH12

Steam | Discord

u/oduvangames — 29 days ago

Is save-scamming a player skill issue or a symptom of poor tactical design?

Save game abuse is evil. At least, that's what I think. When a player starts loading saves to play a section of the game the way they want, or to play it at all... For an RPG, that's fatal.

But sometimes the developers are responsible.
When a game relies too much on randomness, it's a complete circus. As a player, I don't think I did anything wrong; I think I was cheated. It's only natural that I get frustrated, and my hand automatically reaches for F9, because playing fairly under such conditions is simply pathetic.

Which tactical game can you play without worrying about randomness and have a felling that you are winning because of your skills?

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u/oduvangames — 1 month ago

Why does battlefield medicine in hard sci-fi still feel like magic potions?

My team and I are building an indie tactical RPG set in a pretty bleak, low-tech sci-fi universe. Think remote space frontier, decaying tech, corporate feudalism, and a total lack of resources. We’re putting a lot of effort into making the worldbuilding feel logical and grounded.
But recently, we hit a massive wall regarding combat balance and immersion, and it's been causing a week-long argument inside the team.
Personally, I absolutely hate the classic "revive kit" trope. Your mercenary takes a massive plasma bolt to the chest, their suit breaches, they lose 90% HP, and fall down. But then a teammate runs up, injects some generic sci-fi syringe, and the guy instantly stands up at 100% combat efficiency like nothing happened. To me, it completely shatters the illusion. It’s just a Skyrim health potion with a neon skin. I wanted medkits to only stabilize trauma on the timeline (patch the suit, stop the bleeding), leaving actual surgical recovery for post-mission base management where it costs serious credits and time.
In the end, we decided to keep the classic instant revive mechanic anyway, just to keep the gameplay pacing snappy and avoid completely frustrating the player. But it still bugs me from a worldbuilding perspective.
How do you guys feel about this? Does instant revival ruin the immersion for you in a hardcore sci-fi setting, or is it just a necessary evil we have to accept for the sake of fun gameplay?

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u/oduvangames — 1 month ago
▲ 6 r/StrategyGames+1 crossposts

We are stress-testing a new zonal combat layout for an indie tactical RPG. Looking for strategy veterans to evaluate the mechanics.

The project is a sci-fi turn-based tactical RPG that combines zonal cover mechanics with a predictable timeline system.

Our main design objective is to minimize unnecessary RNG and provide players with transparent data for tactical planning.

We are currently running an alpha test to evaluate the core combat loop, UI clarity, and encounter balance. If you would like to participate in the alpha test and share your feedback with us, the build is available here:

https://store.steampowered.com/app/3570490?utm_source=reddit&utm_medium=cpc&utm_content=abilitites

u/oduvangames — 2 months ago

Spent weeks working on the tactical AI grid just to capture this cardio routine. Developers, what’s your funniest pathfinding fail?

u/oduvangames — 2 months ago