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✨ $10 Tier: [Geeks Love Detail]
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Thanks for all your feedback during Next Fest!
I've got a lot to consider, but for now I've prioritized improving the new-player experience.
The tutorial now better represents normal gameplay, and should convey more information in fewer interruptions.
Cricket can now also be unlocked from the very first real run, and by popular demand, realm intro poems now stay on screen until dismissed (the first time they appear).
v0.6.4 -> v0.6.5
The hand capacity warning no longer appears for upgrades.
Made some script edits for clarity.
Realm intro poems now wait for your click the first time they're displayed.
Adjusted vignette effect.
Card/memory list menus now unfurl their contents over multiple frames to reduce lag when opening them.
Added pitch bending for worldspace sounds.
The intro/tutorial has been adjusted.
Enabled card drafting to be more representative of real gameplay.
Gave Hornet and Hawk more interesting cards.
Tutorial enemies are now consistent each time.
Tutorial checkboxes no longer block popups from appearing.
Sequential tutorial popups have been condensed together to reduce the number of interruptions.
Sequential tutorial popups no longer briefly blur the world back in and out.
In-world tutorial popups no longer block out the battlefield.
Tutorials are no longer marked complete if they are removed due to the battle ending.
Cricket is now unlockable from the very first post-tutorial run.
Swarm enemies are more likely to spawn as groups of the same enemy, rather than as many different enemies.
Moved UI scale setting to the top of the Visuals section.
Added toggle for anti-aliasing type.
Added setting to show number buttons near the cards they'd select.
Added keyboard equivalents for some clickable buttons (all rebindable).
You can now open the journey log and battle log with F1 and F2.
You can now open your draw and discard piles with "," and ".".
You can now end turn or reopen the reward menu with Enter.
Menu parallax has been removed (menu motion setting still affects menu pull-in animations).
Menu Motion setting now also disables the expedition summary menu pull-in animation.
Rephrased some of Seagull's healing cards to make it more clear they can only target allies.
"1 tile long, X tile wide" descriptions have been simplified into just "X tile wide".
Black Tea now inflicts 10 Fear to your attacker rather than 3.
Added Awareness: Turns an Action into a Gambit, removes 2 cooldown, and doubles its charges.
Mote of Forgiveness no longer removes Fray.
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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