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The story continues! You can now play lunge cards in all directions, not just orthogonal and diagonal. Unfortunately, this makes past-me a liar because he wrote about his reasons for restricting lunge cards to those directions, but I found a way to make your final lunged position intuitive. Hopefully this makes longer-range lunge cards like Surging Tide more fun to play! In response to feedback, enemies that are about to push or pull you now show a knockback preview on the target party member. Currently only Paper Hydra can ever do this (after it witnesses one of your push/pull cards), but this opens up the design space to future enemies that incorporate knockback into their standard kit. In addition, you can now hover over a specific status icon to get a description of just that icon. No more being overwhelmed by the list of every status a unit has.
Welcome to the first post-demo update! As per feedback, tutorials should now never repeat, and a number of them have been reworded for clarity. Five new enemies have been added to the game. They show up rarely, but they have peculiar mechanics that should add an interesting twist to the encounter. Also, I've been meaning to redraw the pixel-style status icons for some time now, and it's finally been done. In addition, Jing and Florian have their final portraits. Next update, I plan to continue the story and update the adventurers' conversation portraits as well.
Hi Steam! The demo for NOMIA is now available. In it, you can do the first leg of a run, and experience the first little bit of the story and all character relationships. All four characters are unlockable. This represents a little over a year and a half of work by me, so I'm very excited to present it to you! Any feedback or comments are welcome. If you've been following this journey from earlier, here's detailed patch notes as well!
NOMIA is an isometric tactics game in development by one person. It's like Final Fantasy Tactics meets Slay the Spire.
Two heroes, two hands; no one should die the same way twice.
Your Actions persist between turns, but have charges and cooldowns.
Your Gambits are drawn from your deck each turn, and are discarded when played.
Both will change along your journey. Express your playstyle through both character building and deck building.
You'll always pick two at the start of each expedition -- a Mighty and a Magical.
The Mighty has more Actions.
The Magical has more Gambits.
Each has a unique deck of cards, as well as unique Memories that create powerful synergies.
Enemy intents are shown on your turn, rewarding clever defense.
Intents are adjusted when you play cards, but not randomly; enemies have a goal in mind and will do their best to achieve it, allowing you to counterplay.
You can make enemies reconsider their intent by attacking them. A character can play tank for their partner if they're in a pinch.
Each of the five zones features unique enemies, loot, and terrain. Overcome tricky foes and powerful bosses as you grow in strength and complexity.
Discover the truth behind a mysterious disappearance as a stone-eating scourge devours your home.
Dive deep into the Dream, and play your cards well.
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