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Hi everyone, NOMIA will be participating in Steam Next Fest's June 2025 edition. The demo can be found right here! https://store.steampowered.com/app/3610980/NOMIA_Demo/
I lied in the last changelog; this is the Next Fest version. Perfect time to overhaul almost all the combat sound design, right? There were a few bugs I wanted to fix for the festival as well, particularly how the UI looks on 4K and ultrawide monitors. Please enjoy!
A few big changes this week: standard drafts now let you pick two of four cards rather than one of three, and enemies should now always spawn in the newly generated room rather than having a chance to spawn in from behind you. The former was because player decks hadn't changed as much as I would've liked by the time they reached the first boss, and the latter was because the newly generated room felt pointless if all enemies spawned outside it. This also means the party is surrounded much less often, which should hopefully open up tactical options. On the art side, everyone's battle outfit portraits are done, and conversations are a little more fleshed out with backgrounds and cut-ins. This version will likely be the one participating in Steam Next Fest! Wish me luck.
Your paths are now always distinct options! Previously, the game secretly limited the number of picks for certain options (such as only being able to Purge twice) in order to curate the run. This is now no longer hidden information; I overestimated how much complexity this would add to the decision, so it's now in the player's hands when they want to consume limited path choices. This update also contains many bug fixes, though a lot of these actually made it into the hotfix halfway through the week.
v0.6.1 introduced a rare bug where starting a battle with certain memories on a character would fail to start the encounter, then cause the path choice menu to stay on the screen forever. This should now be fixed. Once again, this change loops in some (Cricket and Crow) card tweaks and some QOL changes, since there was no reason for me to rip those out from under the patch. Those shall be described in next update's notes.
Mid-run save/load is a little bit more complete, a new battle theme by Will Goss is in, and I've added lots of finished artwork. Check out the expanded post-tutorial cutscene in particular! At Full Indie, I saw something interesting: The "tab to switch" tutorial checkbox appeared at the same time as the cards and got lost in the visual noise, so it was sometimes not completed. Since the card tutorials happened after that, they never showed, and players were reading cards with no context as to how they worked. To mitigate this, I've moved card tutorials up so they happen immediately after selecting your first unit, and made tutorial boxes contrast a bit more with the world. While I've added as much content as I can to the demo (the first 2 unlocks for everything), I'm continuing to work on the rest of the story behind the scenes for early access. I plan to continue adding features to the demo as I finish implementing them.
v0.6.0 introduced a bug where cards would sometimes become blank if they were Exhausted, then examined in the discard pile menu. This has now been fixed. This change loops in some Seagull card tweaks as well since there was no reason for me to rip those out from under the patch, but those shall be described in next update's notes.
You can now save and load a run in progress. This was quite a complex feature to implement, so please let me know if anything behaves strangely! Many other feedback-driven changes have been made: While choosing a path, you can also now see the probability of an encounter happening. Card removal and upgrade events no longer have duplicate choices for the same character. Lots of card upgrades have been made more interesting than straight potency increases, and many enemies have been rebalanced.
You can now preview enemy intents before committing a movement. The lack of this information was leading to slower and more careful play, so I hope this enables more curiosity and experimentation! In addition, any enemy that you've defeated at least once is now added to the monster library, which enables you to look directly at their cards by selecting them. Various feedback has been implemented, such as having your party fully heal after a boss battle (rather than just 90%), adding a setting to choose between the old tile-only cursor and the new unit-sensitive cursor, and having the option to make camera rotation snap instantly to reduce motion sickness.
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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