I remember back in 2018 thinking that I’d have a public release demo out way before 2025. Well it’s 2025 and we’re getting pretty damn close.
There’s way more cleanup going on than I would have ever imagined. So many things to wrap up and take care of, especially as a solo-developer.
![A gif showing the Duelist ability Spur which does damage and knocks the target back 1 - 3 tiles. It does extra damage if the unit collides with anything.](https://dusktactics.com/wp-content/uploads/2025/02/2025_01.gif)
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Dusk Tactics is really two projects: a 2D Isometric Tactical Game Engine and a game built on that engine. The engine provides all the necessary tools to build a tactical role playing game. I created an auto-battler type simulation to test out gameplay scenarios and it actually uses orthographic visuals (top-down), so it doesn’t even have to be isometric, however unit movement would need to be adjusted for non-isometric (the simulator has units instantly move from tile to tile, as the emphasis is on speed).
Now that I am several years into the project, my main focus is on an actual playable demo being released. This has been my goal for the last 10 months or so and as expected is taking quite some time.
I’m currently slimming down the project, keeping only what’s necessary for a small demo release. This includes further debugging as well as fine tuning the core gameplay loop. It also includes testing different release packages and methods.
I’ve mentioned it before, but the first release will be aimed at Windows 10 32/64 bit. Dusk Tactics can and will support both Mac and Linux of course, but to make sure I do this right, I’m going to focus on one at a time. There are already closed releases that run on both Mac and Linux (Ubuntu), but the idea is to release something stable-ish.
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No matter what happens, I will do everything in my power to finish Dusk Tactics, one way (release a game), or the other (release a bunch of crappy code in the form of FOSS). Still shooting for the former!