Gameplay
Tactical battles, company building, and the consequences of leaving a province behind.
The game we are making
You play Pyrrhus Menethil before he becomes the figure remembered by the Dawnbreaker chronicle. Exiled with his mother as the king's firstborn illegitimate…
Read entryThe player's rhythm
An ordinary session: read a dispatch; discuss the next move in camp; adjust jobs; leave orders with a steward; choose a route; enter one substantial tactical…
Read entryCinematic combat and the first playable
Creator-confirmed direction — September 23, 2026. Ascension uses compact sprites on the tactical map and larger, expressive side-view sprites for automatic…
Read entryTactical combat
Scope: The following describes the intended full game. See the first playable for its deliberately smaller implemented rule set. Battle structure Deploy six…
Read entryJobs and company building
Character level provides broad competence. Job rank unlocks abilities with earned JP. A unit equips one primary command set, one learned secondary command set,…
Read entryThe country and its armies
Scale Use 12 provinces in the intended full campaign, with 3 in the first playable slice. Initially Pyrrhus commands one company and has stewardship…
Read entryThe consequences must cross layers
Tactical outcome Immediate effect Later consequence --------- Save Cinderford's mill Extra objective completed Restored supply and cheaper relief Burn the…
Read entryTravel, camp, and everyday life
Travel uses a node-and-road map with an animated company marker, not a huge open world. A route can be safe but slow, direct but exposed, or costly by boat.…
Read entryInterface and accessibility
- Combat: central unobstructed board; turn timeline above; selected unit below left; action and forecast at right; objective always visible. Threat overlays…
Read entryScope and success criteria
The full vision is roughly 25–35 hours for a first route: 24 main battles, 6–10 optional battles assembled from a limited map kit, 12 provinces, 12 shared…
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