# Dusk Tactics > 2D Isometric Turn Based Strategy RPG ## Posts - [Turret Potential and Game Polish](https://dusktactics.com/news/2346/): One of the last features has been implemented: Turrets. Turrets make up immovable objects that can attack, such as a Ballista. Currently, the idea is to enable units to ‘take over’ a turret that’s on the map, after which it will automatically attack their enemies. The enemy CPU can also do this, so you might wind up on the opposing end of these contraptions. There’s a lot of different possibilities here, like having them always active (and autonomous) so that they start off attacking any/all units and then can be acquired by either players or the enemy as a means - [New Additions: Dual Wielding](https://dusktactics.com/news/2018/): The latest updates include a revamped weapon sprite system and the ability to properly dual wield weapons. When a unit equips a weapon, you’ll actually see it on the character sprite. This goes for both weapons and shields. Each weapon type has a default sprite, which some weapons having their own unique sprite. The update makes it a lot easier to add new sprites to the system and behind the scenes it requires much less memory/overhead. Dual Attack When a unit decides to Dual Wield, their Action menu changes and they get a new Dual Attack option. You can read - [Dusk Tactics State of the Game 2025](https://dusktactics.com/news/1961/): 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. – 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 - [Looking At 2D Isometric Map Rotation](https://dusktactics.com/news/1950/): There’s a lot of things that I’d like to add to the game, some are outside of the scope while some are just very difficult or impossible to get working and have them look how I want them to. One of these things is map rotation. It’s a downside to going to 2D isometric route, as your rotation options are limited, but not impossible. Over the years I’ve kept up to date with other projects using similar systems and how they achieved rotation. The best I could find was something similar to an isometric simulation game that instantly rotates by - [Dusk Tactics - ScreenTest Released, Testers Needed!](https://dusktactics.com/news/1846/): As we get closer to a wider alpha demo release of the early version of Dusk Tactics, I will be conducting various tests to see the best methods for handling things like screen resolution. This is the toughest part because there are so many different resolutions, and then you have OS DPI magnification, etc. Since Dusk Tactics uses pixel art, we really want to make sure the players get the best looking experience possible. I released an executable JAR file, which you can find here along with instructions: https://dusktactics.com/screentest/ If you have the time, test it out and give some - [Dusk Tactics Engine: Flying 2D Isometric Movement](https://dusktactics.com/news/1684/): Recently I decided to tackle flying-based movement. If you’re familiar with games like Tactics Ogre, you may recall everyone’s favorite hawkman: Canopus. There’s also the elusive Divine Knight class. What these have in common is they are winged humanoids and thus can both fly and walk. What I always found fascinating was how winged units in Tactics Ogre would choose to travel across a given path. They default to walking, but if the path calls for it, they extend their wings and take off. Flying humanoids don’t stay flying, however, they need to land at the end of the path - [February Roundup: Portraits & Shadows](https://dusktactics.com/news/1648/): So far this month we have already smoothed out dozens of gameplay features and cleaned up several bugs. This includes visual things like small tweaks to sprite animation problems (animations not playing properly) and proper placement/size of 2D shadows. Both of these have made gameplay look a lot better. Below we can see how the shadow takes on an appropriate size at all times. Even when a unit’s movement type change to hover and then reverts back to normal. This is also used when a unit jumps across a gap. Since we lack a real third dimension, we have to - [Happy New Year 2024](https://dusktactics.com/news/1420/): In the last few months of 2023 we had our first closed alpha testing of Dusk Tactics. It was on a very small scale, but it has already provided a lot of helpful feedback. Some of the goals for 2024 are to expand the scope of the alpha testing, focus on getting a solid stat-growth balance for Jobs, and getting as close as we can to balancing the gameplay before it reaches an open demo release. To help speed things along, the alpha demo will run in a special fixed resolution 1280×720 windowed mode. There is some work that needs - [Happy Holidays 2023](https://dusktactics.com/news/1413/): Yet another year has gone by and we got a lot done! In early 2024 we will be expanding the alpha testing to include more people as we continue to iron out all the bugs and start balancing various mechanics! I hope you’ve all had a great holiday and stay tuned for more updates as always! Merry Christmas / Happy Holidays / Happy New Year!! -Lou - [Website Construction](https://dusktactics.com/news/415/): So this site will be similar to the last one, sort of a mix between a development log and a game website. The side menu will have multiple categories that (when finished) should provide up-to-date information about the different features of the game. So far I’ve completed the Attributes section and laid out the Features section. Current work is on the Story/Characters section. I’m mostly writing this post to see what multiple posts look like on the main page, but I figure it can also be used as a small update on the websites progress. - [New Website Server](https://dusktactics.com/news/1/): Humbled yet again, the solo dev starts rebuilding their Tower of Babel anew. ## Pages - [Unit Stats](https://dusktactics.com/stats/): Dusk Tactics Job Stat Calculator You can check out the base stats, both primary and secondary, for any of the over 25 implemented Jobs. Job SoldierScoutScribeWarriorGuardThiefClericMageArcherChemistRogueFencerMonkKnightHunterAssassinMysticBardBishopGamblerGeomancerBerserkerCavalierShamanEnchanterDruidCorsair Level Sex MF Align Chaotic EvilChaotic NeutralChaotic GoodNeutral EvilTrue NeutralNeutral GoodLawful EvilLawful NeutralLawful Good Mode Default Build Test Stat Tool Info Gender has no effect on stats, but it does change unit icon. Alignment has a minor effect on stat growth, so you can cycle through them to see how that plays out over however many levels you choose. Base elemental resistances are on the right side and are essentially percentages, so 5 = - [Corsair](https://dusktactics.com/jobs/corsair/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Druid](https://dusktactics.com/jobs/druid/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Enchanter](https://dusktactics.com/jobs/enchanter/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Shaman](https://dusktactics.com/jobs/shaman/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Cavalier](https://dusktactics.com/jobs/cavalier/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Berserker](https://dusktactics.com/jobs/berserker/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Geomancer](https://dusktactics.com/jobs/geomancer/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Gambler](https://dusktactics.com/jobs/gambler/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Bishop](https://dusktactics.com/jobs/bishop/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Bard](https://dusktactics.com/jobs/bard/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Mystic](https://dusktactics.com/jobs/mystic/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Assassin](https://dusktactics.com/jobs/assassin/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Hunter](https://dusktactics.com/jobs/hunter/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Knight](https://dusktactics.com/jobs/knight/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Monk](https://dusktactics.com/jobs/monk/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Fencer](https://dusktactics.com/jobs/fencer/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Rogue](https://dusktactics.com/jobs/rogue/): Orders Race Ranks Move Jump Move Type Requirements Unit must be at least Level 10 Hidden Requirement Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Chemist](https://dusktactics.com/jobs/chemist/): Orders Race Ranks Move Jump Move Type Requirements Unit must be at least Level 10 Hidden Requirement Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Cleric](https://dusktactics.com/jobs/cleric/): Orders Race Ranks Move Jump Move Type Requirements Unit must be at least Level 7 Scribe Rank 2 Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Mage](https://dusktactics.com/jobs/mage/): Orders Race Ranks Move Jump Move Type Requirements Unit must be at least Level 7 Scribe Rank 1 Scout Rank 1 Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Thief](https://dusktactics.com/jobs/thief/): Orders Race Ranks Move Jump Move Type Requirements Unit must be at least Level 7 Scout Rank 1 Soldier Rank 1 Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Archer](https://dusktactics.com/jobs/archer/): Orders Race Ranks Move Jump Move Type Requirements Unit must be at least Level 7 Scout Rank 2 Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Guard](https://dusktactics.com/jobs/guard/): Orders Race Ranks Move Jump Move Type Requirements Unit must be at least Level 7 Soldier Rank 1 Scribe Rank 1 Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Warrior](https://dusktactics.com/jobs/warrior/): Orders Race Ranks Move Jump Move Type Requirements Unit must be at least Level 7 Job Prerequisite Soldier Rank 2 Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Temp Wolf Sample Sprite](https://dusktactics.com/temp-wss/) - [Resources](https://dusktactics.com/res/): Resources - [Secret Room](https://dusktactics.com/res/to/): Tactics Ogre Secret Room Ever since I first played Tactics Ogre for the PSX in the late 90s, I’ve wondered how they managed to create such a beautiful game with the constraints of early 1990s technology. The brains behind this wonderful series, Yasumi Matsuno, had an idea for releasing multiple games in the same world known as the Ogre Battle Saga. Work on the game, which was the second release in the Ogre Battle Saga series, began as early as 1992 and was released in 1995 for the Super Famicom console in Japan. In 1996 an updated version was released - [Dusk Tactics Gallery](https://dusktactics.com/gallery/): Dusk Tactics Version 0.7.2 First official gallery upload includes screenshots from the demo. Dusk Tactics Version 0.7.1 Dusk Tactics Battle Simulator (dev) These are screenshots of a development tool that is used to simulate combat in Dusk Tactics. It can play through the current demo, whose length is around ~6-8 hours, in about 5 minutes. - [Status Effects](https://dusktactics.com/status/): Status Effects There are many Status Effects in Dusk Tactics and several Jobs are built around exploiting them. Status Effects can be beneficial or they can cause harm. Note: This is essentially a master list of ideas for Status Effects and while they are all implemented in the game, mostly because they use the same base code, I will definitely be lowering the total amount during testing. We’ll see what works and what doesn’t, anything that’s obtuse or redundant will get removed and we’ll end up with a solid set. When a unit is inflicted with a Status Effect it - [Armor](https://dusktactics.com/items/armor/): Armor Armor is a type of Equipment that falls under the Item category. Armor comes in four (4) different types and is categorized by three (3) different weight classes. Armor Classes Similar to Shields, Armor makes use of three tiers based on size, weight, and protection. The different classes scale Defense differently. Light Armor tends to have less Defense but is often much lighter. Medium Armor tends to focus on all-around stats, whereas Light Armor is good for Magick Jobs and Stealth Jobs. Heavy Armor is usually reserved for your defense based Jobs but can also be useful for physical - [Shields](https://dusktactics.com/items/shields/): Shields Shields are a type of Equipment which falls under the Item category. Shields are categorized by size and come in three (3) different varieties. Shield Classes Similar to Armor, Shields make use of three tiers based on size, weight, and durability. Shields have two unique stats, Damage Mitigation and Block Chance. Block Chance is the % chance to Block an incoming attack and Damage Mitigation is how much the incoming damage is reduced upon a successful block. Each Job has different shield allowances, but Passive Licenses can allow anyone to equip different types. It’s important to note that unlike - [Weapons](https://dusktactics.com/items/weapons/): Weapons Weapons are a type of Equipment which falls under the Item category. There are around 20 different Weapon Classes in Dusk Tactics. They each have their own specific uses, with Jobs dictating which ones a Unit can use. Units can also use them via Weapon License Passives which allow for special use regardless of Job. Weapon Classes Every weapon in Dusk Tactics falls into one of the Weapon Classes below. Weapon Class determines things like the damage formula used, basic actions when equipped, attack type. It also determines the item sprite that shows up on the unit when equipped. - [Items](https://dusktactics.com/items/): Items There are different types of items in Dusk Tactics. Each has a specific purpose and is categorized in the taxonomy seen below. Consumables Consumables are, like the name says, items that are typically consumed upon use. They are split up into multiple sub-groups: Potions, Tonics, Mixtures, Remedies, Misc, and Bombs.   Potions restore a unit’s HP (Health Points). They can heal using a fixed value or a percentage based on Max HP.   Tonics restore a unit’s MP (Magick Points). They can add a fixed amount or a percentage based on Max MP.   Mixtures (or Elixers) are essentially - [Dusk Tactics Tileset Specs](https://dusktactics.com/engine/tileset/): Dusk Tactics Tileset Specs Dusk Tactics Map This section is mainly info about how the actual maps are setup. When you’re previewing new tiles in the map editor, you can see, or imagine, how they would look in-game. Dusk Tactics uses the Tiled Map Editor to create maps. To achieve the isometric perspective we use map layers to lay down tiles, similar to building Legos. Each tile is 64 x 32 x 16 which is represented by 64 x 48 in the map editor (the height and depth are added together since we’re working in 2.5D). The difficult part when - [Scribe](https://dusktactics.com/jobs/scribe/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Scout](https://dusktactics.com/jobs/scout/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Dusk Tactics Screen Test](https://dusktactics.com/screentest/): Dusk Tactics Screen Test This page is for a special test to help with development of Dusk Tactics. You can read more info below the download link (recommended). Downloadscreentest.jar – v0.1 – Executable JAR file, requires JRE 8 or JRE 9 – 18.6MB Information This is the first of probably many pre-release test applications that I’ll be creating to help with various aspects of developing and deploying Dusk Tactics. This file, screentest.jar, is an executable JAR file and requires you to have either Java 8 or Java 9 installed.* If you’re not familiar with JAR files, I’ll be uploading an - [Character Art References](https://dusktactics.com/ref/): Playable Characters This includes main characters, special characters, named generics, and then male/female generic Jobs. The lists will contain everything needed for the complete game but I’ll only put links up for things that will be used in the demo. Main Characters Belavosi Grandoff Miranda Donovan Kestral Vyce Named Generics Relena Farrow Camus Nute Generic Jobs (Tier I) Soldier Male Soldier Female Scout Male Scout Female Scribe Male Scribe Female Generic Jobs (Tier II) Warrior Male Warrior Female Guard Male Guard Female Cleric Male Cleric Female Mage Male Mage Female Archer Male Archer Female Thief Male Thief Female Generic Jobs - [Isometric Tile Map](https://dusktactics.com/engine/tile-map/): Isometric Tile Map A quick note, this is sort of written with the intent that one day the engine may be released. Hopefully that comes to fruition, but for now it’s just for reference. The Dusk Tactics Engine (DTE) uses a non-staggered 2D isometric tile map. We’ll assume you know what a tile map is (a map made of tiles) and jump right in. Isometric Tile There’s a few different ways you can go about making an isometric tile. You can use basic squares and render them in real-time by rotating by 45° and shrinking the Y axis by half. - [Unit Movement](https://dusktactics.com/engine/unit-movement/): Unit Movement This will be a semi-technical look into how movement works in the Dusk Tactics Engine (DTE). This section relies a lot on information found in the Tile Map writeup, so it helps to read that first. First, we’ll define directions for the sake of explanation. - [Dusk Tactics Engine](https://dusktactics.com/engine/): Dusk Tactics Engine Dusk Tactics was developed in Java using the libgdx library to interface with OpenGL. An underlying engine was built to support creation of the game which I ceremoniously dubbed the ‘Dusk Tactics Engine’ or DTE. I decided to include this as a part of the website so I have somewhere to put various write-ups I have done documenting different parts of the engine. I’ll add to this as time goes on. History I began building this engine back in 2011 as a project to learn how to work with 2D isometric projection as a precursor to creating - [Registration](https://dusktactics.com/registration/): [user_registration_form id=”1363″] - [My Account](https://dusktactics.com/my-account/): [user_registration_my_account] - [Calculations](https://dusktactics.com/combat/calculations/): Calculations See Combat Battle calculations can get pretty complex. They can and will also change a lot during development. Attack Damage Attack damage is specifically damage done as a result of an attack or ability. It makes up a majority of damage done, but does not include things like Fall Damage or Collision Damage. As of this writing, the current attack damage formulation we are using consists of the following factors. To simplify this, we’ll call the attacking unit [Attacker] and we’ll call the defending unit, or target [Target]. There are currently five (5) factors taken into account when an - [Battle Log](https://dusktactics.com/combat/battle-log/): Battle Log See Combat The battle log is used to keep track of everything that happens in combat. After every action, it adds a few lines to explain what happened. In Dusk Tactics, there are a lot of things that can happen, even with a basic attack, and it can all happen pretty quickly. It helps to be able to check the battle log to see exactly what happened during the prior attack. It’s changed form several times over the course of development (and might change again), but the standard Battle Log, shown above, is a window that appears in - [FAQs](https://dusktactics.com/faqs/): FAQs This page will feature quick and easy to find answers to the most common questions people have about Dusk Tactics. It’s divided into sections based on what the scope of the question covers. I’ll expand this page as I get more questions (so keep asking!). I will also eventually add links to more in-depth information regarding game systems mentioned in the answers (and cut down on some of the longer answers…). Note: Many of the Gameplay questions assume the reader is familiar with the tactical rpg genre. Project Info What type of game is Dusk Tactics? Dusk Tactics is a - [Development Log](https://dusktactics.com/devlog/) - [Orders](https://dusktactics.com/lore/orders/): Orders Orders, or Guilds, are the various institutions that are formed, usually, for the purpose of passing along knowledge and/or teachings. Many of them also function as community centers for the locals. They tend to attract especially devout or talented members who go on to share their knowledge within the confines of the Order. There are generally three types of Orders, National Orders, Job Orders, Elemental Orders. National Orders The creation of National Orders is a fairly recent trend. National Orders act as a guild dedicated to the support, welfare, and defense of whichever nation it was formed in. Normally - [Soldier](https://dusktactics.com/jobs/soldier/): Orders Race Ranks Move Jump Move Type Requirements None Description Shield Rules Armor Rules Weapon Rules Stat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vitality Intellect Wisdom Luck Ability Set Passives Innate: - [Job System](https://dusktactics.com/jobs/): Job System There exist several different categories of Jobs in Dusk Tactics so I’ve included a few terms below that should help make this section easier to read. Generic Jobs are race-specific Jobs that any unit of a given race can potentially use. This includes any main characters as well. As of 10/23, the majority of Generic Jobs are for the Human Race, but several exist for other races. Unique Jobs are unique to a specific main character and cannot be used by any other unit. Generic Variant Jobs are special versions of the Generic Jobs that are unique to - [Unit Management](https://dusktactics.com/units/): Unit Management Managing units in Dusk Tactics takes place over a set of menus that are divided into sections. Overview The overview gives you a radial list showing every unit under your command. You can sort this list by a number of different stats (ascending/descending) or give the units a custom order that you define. Unit Stats When viewing a unit, a breakdown of it’s stats along with equipped items is found in the center of the screen (shown below). To the top right are the unit’s equipped items, for example this unit has a Soul Petal (revival item) and - [Elementals](https://dusktactics.com/lore/elementals/): Elementals The Elementals are a group mentioned often in early texts. Some view them as religious icons, others see them as an allegory for early life, and some view them as pure fiction. However one thing is certain, they are almost always mentioned by the same names, even in texts written by different cultures spanning the world. The Elementals have titles, usually numbers, but there exists no explanation as to what they actually mean. Some view them as the order in which they appeared, or their order of importance. While there is much dispute over whether the titles should be - [World](https://dusktactics.com/lore/world/): World The Northern Continent is large and has many different nations that divide up the land. It features plenty of fertile land and an enormous coastline. Kingdom of Anastris One of the biggest and oldest empires on the continent, it is where our story begins. Government: Constitutional Monarchy Founded: 321 A.I. Population: 3,850,000 Area: 164,733 Sq. Alms. Capitol: Desidia ​Major Cities: Penrith, Crawford, Umbrage, Lucidia, Waybury The Kingdom of Anastris home to the Tribunil Mountain Range which form much of the northern border. To the west sits the Kingdom of Sorenia, a nation constantly at odds with Anastris, while Gula, - [About](https://dusktactics.com/about/): About Us Dusk Tactics Project or DTP was founded in 2011 when the idea first came about to create a tactical role playing game. For a long time things were quiet until a small group of employees stationed on the upper floor banded together and declared themselves management. With nobody higher than them at the company to challenge their claim, they started calling themselves “The Boys Upstairs” and in 2014 began a hostile takeover of the company with plans to restructure DTP into a limited liability waste management corporation. By early 2016, after gaining majority control of the company, they - [Contact Us](https://dusktactics.com/contact-us/) - [Story](https://dusktactics.com/story/): Story Dusk Tactics takes place in a land said to be forged by the Elementals themselves. Background According to records, civilization dates back to roughly a thousand years before the modern era. It is said that even in the earliest of days, Feylins had already formed peaceful, agrarian societies. Whereas Humans, who made up the majority of the population, remained mostly nomadic for centuries before planting their first seed. Most details differ depending on which race it’s from, but one thing they all have in common is the timeline. Even the Dreykins, who mainly kept to themselves have a similar - [Miranda Donovan](https://dusktactics.com/characters/main/miranda-donovan/): Miranda Donovan Miranda Donovan Character Info General Name Miranda Donovan Race Feylin Gender Female Age ?? Height 5′ 9″ Weight 122 lbs Nationality Unknown Preferences Alignment Lawful Good Unique Job Chevalier Favorite Weapon Bow Again, this is just placeholder text. Miranda is a skilled Feylin Chevalier who is currently traveling with Belavosi, a Human Male. In this thrilling RPG, players will guide Miranda, who defies convention by wielding her mastery of archery in the pursuit of justice. As a Chevalier, Miranda embodies precision and agility, utilizing her unparalleled archery skills to navigate through treacherous landscapes and overcome formidable foes. Her - [Belavosi Grandoff](https://dusktactics.com/characters/main/belavosi-grandoff/): Belavosi Grandoff Character Info General Name Belavosi Grandoff Race Human Gender Male Age 27 Height 6′ 1″ Weight 195 lbs Nationality Unknown Preferences Alignment Chaotic Neutral Unique Job Duelist Favorite Weapon Sabre Please disregard this awful filler text below. Belavosi, a mysterious and enigmatic figure, remains an enigma to those around him. Little is known about his past, shrouded in secrecy and intrigue. A wanderer by nature, Belavosi is on the run, pursued by unknown forces that seem inexorable in their pursuit. He is accompanied by Miranda, an elf companion whose loyalty and skills complement Belavosi’s evasiveness and resourcefulness. Together, - [Title](https://dusktactics.com/): Dusk Tactics is an isometric tactical role playing game currently being developed. It features dynamic battle maps with an emphasis on varied terrain, dynamic weather, and a semi-destructible environment. Discover countless Jobs by traversing a robust Job Tree or even find special ones using the Accolade System where individual units can distinguish themselves in battle, unlocking special Jobs and other perks. Learn hundreds of different Abilities and Passives while mastering almost two dozen different Weapon Types. Combine Ability Sets by equipping a Sub Job to take advantage of different strategies. Check out a list of already implemented features here. - [Main Characters](https://dusktactics.com/characters/main/): Main Characters Dusk Tactics has a lively cast of main characters, many of which you’ll meet along the way. There are, however, two main characters which the start of the story revolves around. Belavosi Grandoff One of the first main characters you’ll meet. Belavosi is a tough read, he seems to be very capable when it comes to combat, but often comes off a bit aloof to those around him. Miranda Donovan Miranda is skilled with a bow and, as a Feylin, has enhanced senses and a deep connection to the Elementals. She is currently travelling alongside a man named - [Secondary Attributes](https://dusktactics.com/attributes/secondary/): Secondary Attributes See: Attributes These stats are derived from the seven Primary Attributes and represent most of the stats that are used during combat. Physical Attack A value representing the overall physical attack power of a unit. This value is used to calculate actual physical damage done by attacks and abilities. $$Attack = {{(Strength*1.3)} + {(Dexterity*0.6)} + ({Agility \over 10})}$$ Physical Defense This value determines how much physical damage a unit can mitigate. $$Defense = {(Vitality*1.5) + ({Strength \over 4}) + ({Dexterity \over 4})}$$ Magick Power A value representing the overall power a unit has with magick based abilities. Used - [Attributes](https://dusktactics.com/attributes/): Unit Attributes Units in Dusk Tactics have a multitude of different stats, or attributes, that are used to measure their prowess in a variety of fields. All of them fall into one of four categories as listed below. Visit the individual pages for more information. Attributes can be divided into several different categories: Primary Attributes are the core building blocks of a unit and are made up of seven different stats. These stats are known as Strength, Dexterity, Agility, Vitality, Intellect, Wisdom, and Luck. They are used to calculate most of the more direct stats seen below. Secondary Attributes include - [Resource Attributes](https://dusktactics.com/attributes/resource/): Resource Attributes See: Attributes These include values such as Health Points, Magick Points, Action Points, and Experience Points. All of these values are represented as percentage quantities or pools of the given resource. In terms of the user interface they appear as bars which are filled at 100% and empty at 0%. Health Points Health Points (HP) represents how much damage a unit can take before it is incapacitated. In Dusk Tactics units will generally start out with between 20-70 HP with no hard cap, but with max level units having around 999 HP. After equipment, maybe it goes over - [Primary Attributes](https://dusktactics.com/attributes/primary/): Primary Attributes See: Attributes The core of any role playing game is an attribute system based on incremental character growth. It includes the seven basic stats: Strength, Dexterity, Agility, Vitality, Intellect, Wisdom and lastly, Luck. Primary Attributes are used to calculate Secondary Attributes for things like Attack Power and Magick Resist. Strength Strength represents physical power. It is the main stat that determines Attack and a secondary stat that determines Defense. Having high Strength will make the unit very powerful physically, but it will have no impact whatsoever on magic-based offense or defense. Dexterity Dexterity in this game measures the - [Dusk Tactics Terms of Service](https://dusktactics.com/terms-of-service/): Dusk Tactics Terms of Service I just want to preface this by saying everything below is copied from a standard terms of service template found at TermsFeed, which is a pretty cool site that gives free info for internet privacy policy and compliance. I don’t why this site needs this HUGE block of text, but it’s better to be safe I guess? Terms of Service Our Terms of Service were last updated on December 5th, 2023. Please read these terms and conditions carefully before using Our Service. Interpretation and Definitions Interpretation The words of which the initial letter is capitalized - [Features](https://dusktactics.com/features/): Features Unit Management Manage dozens of units as they learn Jobs, earn Accolades, and accrue a detailed battle history. Main Characters have unique Jobs, but there are also special generic units you’ll come across with specialized versions of their generic Job. When changing Jobs, Main Characters change their sprites like any other unit (although sometimes the hats wont fit) Outfit units with Weapons and/or Shields as well as two (2) pieces of armor (Head, Body, Arms, Legs) and one (1) accessory.  Over 20 different Weapon Types, each with their own attack type, attack animation and range specifications. Dual Wield almost - [Main](https://dusktactics.com/main/): Welcome to the new site for Dusk Tactics! Dusk Tactics is a turn based, tactical role playing game being developed for PC, Mac, Linux. It features 2D isometric pixel art, dynamic battle maps with varied terrain and weather, an overworld, and in depth unit management system. This project is the culmination of everything I’ve ever wanted in an SRPG / turn-based tactics game and it’s come a long way, however there is still much to be done. I’ll have more info on the devlog soon! You can check out a list of implemented features here. - [Lore](https://dusktactics.com/lore/): Lore Dusk Tactics takes place across multiple countries that exist on what is known as the Northern Continent. World You’ll travel around to many locations via the World Map. Many of these locations lie within the Kingdom of Acedia, but there are many locations without whose influence will be felt during your journey. Visit World Elementals While there exists many different stories about the creation of the world, the most prominent of them involve the Elementals. Visit Elementals Races The world is inhabited by many living creatures of which some are sapient. While only a few of these mostly humanoid - [Passives](https://dusktactics.com/passives/): Passives Passives are a special kind of perk that is always active once it is equipped. Dusk Tactics features hundreds of different Passives, which are learned through Jobs. A unit can equip up to four (4) Passives at a single time, with some restrictions placed on equipping Passives that are part of the same category. Passives have no active costs and once learned they can be equipped no matter the current unit’s Job or Sub Job. Unlearned Passives can still be equipped if the Unit meets the Job Rank Requirement and has the Job equipped (main or sub). Lower tier - [Abilities](https://dusktactics.com/abilities/): Abilities There are hundreds of abilities that units can learn in Dusk Tactics. Abilities tend to be grouped in Ability Sets which are learned with specific Jobs. Abilities differ from basic attacks in that they usually have a special cost associated with them. They also have different damage modifiers and can cause a range of different outcomes besides simple damage. One main advantage of using abilities is that they are often unable to be blocked or countered, unlike basic attacks. An Ability Set has a special name and theme that fits the Job it comes from. Depending on the Job, - [Characters](https://dusktactics.com/characters/): Characters Dusk Tactics has a large spanning cast of characters, and while there are only a few main characters, you’ll meet plenty of side characters along the way. Main Characters In Dusk Tactics, a main character is someone who is integral to the story and may join up with your party. They most often have Unique Jobs that no other character can access giving them some special abilities and passives to play with. Visit Main Characters Side Characters These include people you may meet in passing like someone who has a quest for you, or a non-playable character you might - [Combat](https://dusktactics.com/combat/): Combat See Calculations See Battle Log The game itself centers around combat which is handled like many other turn based tactics games. For those unfamiliar with tactics games, the flow of gameplay is discussed in this section. These pages explain combat as it currently exists as of 4/25, many things are subject to change during development. Flow of Battle Combat follows a traditional pattern which should be somewhat familiar to anyone who has played a tactical role playing game. Regardless, I’ll get into the details below. It’s a bit more detailed than it would normally be as it helps me - [Systems](https://dusktactics.com/systems/) - [Dusk Tactics Privacy Policy](https://dusktactics.com/privacy-policy/): Dusk Tactics Privacy Policy This is basically a standard privacy policy so that the site: https://dusktactics.com conforms with any and all international laws. Most of what is written below is default, boiler plate stuff, but it’s important to know what information is stored and used. This site is just for Dusk Tactics info and updates. I want people to be able to comment and leave feedback and because of spam I do require registration, however you can use your Google account (simple login permission, that’s all). Comments When visitors leave comments on the site we collect the data shown in - [Development Log #080](https://dusktactics.com/devlog/dlog080/): Development Log #080 Unit Management Wheel – June 10th 2023 One of the most important screens in this game (and this genre) is the screen where we manage our units. It’s been a long road in getting to this point and the Unit Management screen has taken on several forms. The two that have stuck with me are the grid format and the rotary format. This is probably the thing I got the most feedback for across social media sites, mainly Twitter. As of right now (June 2023) this is the rotary version. It rotates as you select whichever unit - [Development Log #079](https://dusktactics.com/devlog/dlog079/): Development Log #079 Overhead Numbers & Better Misses – May 27th 2023 A large part of the on-screen display is devoted to various numbers floating overhead a unit. While these numbers are usually all logged, so you can always look back at them, they can be somewhat confusing at first. These numbers are mainly there to show real-time damage, healing, experience gains, and a plethora of other bits of info. They’re usually color-coded, so once you get the hang of it, seeing a green 6, will automatically translate to “oh my unit healed 6 HP”. Even the most simple attacks - [Development Log #078](https://dusktactics.com/devlog/dlog078/): Development Log #078 Jumping Across Voids – May 8th 2023 With the latest movement code, units can now move in a lot of new ways. One of the biggest changes was talked about in an earlier Development Log: jumping across. Jumping Across essentially allows the unit to jump a 1 Block gap so long as both sides are the same height. To test this out, I had to make one of those scary bottomless pit type maps that we often see in the Palace of the Dead in Tactics Ogre. While knocking units off the edge into the void (essentially - [Development Log #077](https://dusktactics.com/devlog/dlog077/): Development Log #077 Spider Cavalia – May 2nd 2023 We recently commissioned some non-human sprites from the amazing artist @KerrieLake! This includes a full isometric spider and bat! To test out some of the Scenario Editors synchronization capabilities I came up with this little scene. While I was making this a spider snuck up on me IRL…I swear… Note: Remember, some of the images and gameplay depicted here may be outdated and does not represent the current state of the game! - [Development Log #076](https://dusktactics.com/devlog/dlog076/): Development Log #076 New Particle Projectiles & HP Bars – April 20th 2023 I’ve been focusing less on promotion so I can get as much work done. In the meantime, here’s some new particle projectiles. The fireball finally has a glow to it that follows the projectile perfectly. The order seen in the gif: Fire -> Ice -> Crossbow Bolt -> Water — In other news I was re-playing Fell Seal: Arbiter’s Mark by the amazing 6 Eyes Studio LLC (definitely recommend giving it a try if you enjoy tactical role playing games) and I found myself using the “show - [Development Log #075](https://dusktactics.com/devlog/dlog075/): Development Log #075 Introducing Dusk Tactics: Online – April 1st 2023 The boys upstairs just dropped this on me… “We’ve decided that Dusk Tactics will now be a online-only, multiplayer game with no single-player mode. Stay tuned for lots of DRM, MTX, & even a Real Money AH! Our new logo: The future of gaming is online only.™️“ Note: Happy April Fools Day! - [Development Log #074](https://dusktactics.com/devlog/dlog074/): Development Log #074 Closed Alpha Testing Timeline – March 18th 2023 You may have noticed that less and less features are being added and we’re starting to fine tune the ones we have. Where we are at currently there are only a few additions that need to be made. The rest will come from playtesting.* Development Roadmap The roadmap I drew up years ago was off with regard to time, but I did stick to a sensible versioning system. Versions 0.1 -> 0.5 Engine Development Versions 0.6 -> 0.7 Game Development Version 0.7.x> –We are here– Version 0.8 -> Alpha - [Development Log #073](https://dusktactics.com/devlog/dlog073/): Development Log #073 Battlefield Destruction & Projectiles – March 6th 2023 A major feature found in some of the classic tactics series were things that caused the battlefield to change. It could be a box that was blocking a pathway being blown up, or a bunch of bushes being burned to the ground. I definitely want Dusk Tactics to expand on this and take it a step further. In the blink of an eye the terrain can change, opening up new ways to assault the enemy. Fire now burns grass away and blows up shrubbery. Yes, bushes explode. That’s just - [Development Log #072](https://dusktactics.com/devlog/dlog072/): Development Log #072 Anatomy of the Battlefield Map – February 21st 2023 There’s much more to maps than meets the eyes and they are are more than just tiles. Props allow objects that exceed the basic tile width/height, they can be destructible or not. Decor adds additional terrain to any tile, in this case: grass. The newly added feature, decor, adds a lot more detail to the map. For example grass will burn away if fire touches the tile, changing the terrain. In this post I’ll break down the basic tile and how props and decor can modify how a - [Development Log #071](https://dusktactics.com/devlog/dlog071/): Development Log #071 The World Map – February 8th 2023 While I don’t remember doing a proper development log about the World Map, it’s basically how you navigate between scenes and the main way you’ll navigate the world of Dusk Tactics. Recently I’ve cleaned up the World Map a bit and also modified the path style, giving them a border to make them stand out. A few new locations have been added and now most scenarios have their own unique location node. Another major fix is the way units move around the map. World Map units now move between nodes - [Development Log #070](https://dusktactics.com/devlog/dlog070/): Development Log #070 New Pathfinding With Long Jumps – January 25th 2023 This is actually a huge update that’s been in the works for a while. I’ve finally replaced the old pathfinding system with one that supports different methods of navigation between nodes. Essentially, units can now jump across gaps! (jump animation is a WIP, it’s very floaty) This allows for much more than just cliff jumping, though. Currently the rules are a unit can jump one (1) tile distance in a horizontal manner IF both tiles are the same height and the tile being jumped to is occupiable. This - [Development Log #069](https://dusktactics.com/devlog/dlog069/): Development Log #069 Directional Damage & Synchronized Animation – January 13th 2023 I noticed recently that damage was a bit flat. When a unit gets hit, it doesn’t have the exact visual feel I am going for, so I decided to try out nudging units in the direction they are hit. It sort of simulates physics in the sense that getting hit from one direction should effect which direction the sprite is nudged. This effect will happen with all types of damage. It actually fixes a broader problem I didn’t even realize I had. You may have noticed sometimes the - [Development Log #068](https://dusktactics.com/devlog/dlog068/): Development Log #068 Projectile Trajectory – January 3rd 2023 Polishing some of the finer aspects of ranged targeting. Trajectory will switch to a smaller, more optimized angle if possible when target is on a similar height. Just one of many small enhancements for the demo! Simulating 3D trajectory in a 2D space has been a real journey back through trigonometry. Most important, though, is how it looks and having a proper trajectory line that correctly shows where a projectile will land is very important. There have been a few iterations of the trajectory preview line, some of which have looked - [Development Log #067](https://dusktactics.com/devlog/dlog067/): Development Log #067 A Look Back At 2022 – December 21st 2022 Dusk Tactics has come a long way and one of the major issues I had been putting off, display at different resolutions, is finally handled. The game now displays much better at different resolutions (whew). This involves using a frame buffer to draw the screen to a virtual image (if you will) that is then rendered to the actual screen. This is the way most post effects are done, but it can also be used for scaling, especially when you’re dealing with possibly non-integer scaling with pixel art. - [Development Log #066](https://dusktactics.com/devlog/dlog066/): Development Log #066 Shield Blocks & Spell Reflects – December 5th 2022 A feature I’ve had in the game for a while, blocking, has always looked a bit awkward, so I decided to work on the block animation. The gif below shows a Berserker using a shield to block. It’s still a work in progress, but some of the timing has been fixed, so there’s a different animation for blocked projectiles than for blocked melee attacks. Blocking isn’t the only way to deflect attacks… One of my favorite things found in RPGs would have to be Reflect. It’s usually a - [Development Log #065](https://dusktactics.com/devlog/dlog065/): Development Log #065 Loot Drop Animation – November 19th 2022 I created a new item drop animation after doing a study of the recently release game, Tactics Ogre: Reborn. The main idea is that after a unit dies, the loot bag fades in, then drops, squishes, and pops back. I also delay it a bit after the unit is killed. Little things like this really change how certain things feel. The timing of different events can be a bit tricky, but overall it’s trial and error to see what looks best. — Below I included a little wallpaper I made - [Development Log #064](https://dusktactics.com/devlog/dlog064/): Development Log #064 Design Choices & Mimics & Tools – October 27th 2022 Named Generics will now have unique sprites for all Jobs. They’ll retain their special generic Job, of course, but now you will be able to tell who they are no matter what Job they currently are. They will still have a single portrait like main characters. Next up, there will be a 10% chance of a Mimic appearing when you go to open a Treasure Chest. If this happens, a new enemy will be added to the map and it will look almost exactly like the Treasure - [Development Log #063](https://dusktactics.com/devlog/dlog063/): Development Log #063 Bonus Points – October 1st 2022 A feature of RPGs that I’ve always liked has been the ability to assign a set number of stat points upon level up. This allows you to have a little bit of control over how a character grows. So what I decided to do was implement a bonus point system. Upon every Level Up, the unit will receive 1 BP (Bonus Point) that they can distribute however they like. You can put it in any of the 7 primary base stats (STR, VIT, DEX, AGI, INT, WIS, LUC). It’s still a - [Development Log #062](https://dusktactics.com/devlog/dlog062/): Development Log #062 New Art: Miranda & Kestral – September 25th 2022 New art for two characters has come in! @drei_pzxl finished a new character portrait & it came out so good! Blown away by how awesome Miranda looks. She, like all the portraits, have layers for accessories/expressions, so they are highly customizable. Now that there are 2 characters done, I can start updating the first few scenes where Mira and Bel do a lot of the talking. Going to see how it looks with full portraits and dialog (VN style) for the first scene, I’ll upload it later. Kestral - [Development Log #061](https://dusktactics.com/devlog/dlog061/): Development Log #061 Movement Attacks: Charge – September 3rd 2022 This type of ability will have the acting unit move as part of the action, ex: charging through multiple units and ending up on the opposite side. This ability type is heavily influenced from games like the Disgaea series where move-attacks are used frequently. I literally JUST began adding this feature, and as you can see the selected path has a lantern in the way, so it wouldn’t be valid. The unit would end on the blue tile with the arrow in the direction chosen. Abilities like this would still - [Development Log #060](https://dusktactics.com/devlog/dlog060/): Development Log #060 New Portrait Artist & The Job Wheel – August 28th 2022 For the first time in a long time we have some new art! Dusk Tactics character art will be drawn by @drei_pzxl whose work on @LawmageAcademy just blew me away! I am so happy to have them doing the art for us! Here’s the updated unit info screen with an early preview of Belavosi! The screen above is the Info Screen in the Unit Manager. It features things like Accolades and Reputations. I think I’ve explained reputations a bit, but they’re essentially tied to Jobs, Elements, - [Development Log #059](https://dusktactics.com/devlog/dlog059/): Development Log #059 Tier III Jobs – August 12th 2022 While the idea for the demo is to have a little bit of everything, some of the more advanced Jobs that are not yet developed will have mechanics that obviously have yet to be added. To remedy this, I’ve decided to add some Tier III Jobs to the demo and with them, add at least one of each new type of ability mechanic. These new Jobs include the Bard, Hunter, Fencer, Cavalier, Druid. Bards use Songcraft skills which can ‘target all allies’. The Bard plays instruments and has abilities that - [Development Log #058](https://dusktactics.com/devlog/dlog058/): Development Log #058 Race Based Jobs: Feylin – July 26th 2022 While playing the demo, Miranda, the sole non-Human member of your party, tends to hit a progression wall early on. Since she is a Feylin, she doesn’t have access to any of the Generic Jobs as they are all for Humans. Well now she does! New Feylin Jobs have been added: Fighter & Theurge. These Jobs are analogous to the Human Soldier & Scribe respectively. Since these Jobs are very similar, their abilities and passives mostly overlap, however there are some new ones added in. Their stat growth is - [Development Log #057](https://dusktactics.com/devlog/dlog057/): Development Log #057 Frozen Water & Visible Shields – July 20th 2022 We have two updates this time, one of them is slightly cosmetic while the other can bring some major changes to gameplay. First off, in Dusk Tactics weapons and shields will show up on your unit in battle. Since there are 3 different types of Shields (Light, Medium, Heavy) each of them now has a different look to let you know what the unit has equipped. The Heavy Shield is on the bottom left, the Light Shield is on the bottom right, and lastly the Medium Shield is - [Development Log #056](https://dusktactics.com/devlog/dlog056/): Development Log #056 Treasure Chests – July 5th 2022 The latest feature is a new type of action that can be performed by units. It will show up as the fourth option in the ‘Action’ menu and it will change depending on what situation the unit is in. For now it’s used to open a newly added item: Treasure Chests! This was more intensive than I thought it would be, as this menu option changes based on what is around you. In this instance, standing adjacent to a Treasure Chest will add the ‘Open’ option to the menu. Most of [comment]: # (Generated by Hostinger Tools Plugin)