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 hand has two halves.

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.
Your party has two heroes.

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.
Your foes have tells.

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.
Your path is winding.

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.
Enemies now emphasize space control a little more, with more locked AOE attacks and terrain-generating effects in place of applying statuses.
They also now show a damage-over-time intent distinct from the debuff intent, and several visual elements have been tweaked to reduce noise.
Per community feedback, the party member closest to the action is now automatically selected at turn start (this can be disabled in settings if you preferred the old behaviour).
To ease the learning curve, many of Butterfly\'s Momentum/Pressure/Balance generating cards now only do so on upgrade, and their original upgrades are now part of the base card. I\'ll be revamping the tutorial soon to make onboarding even smoother, but hopefully I can continue tweaking the card and enemy definitions to push the more complex behaviours to later in a run, when the player has had time to get used to their build.
Next update, I\'ll be focusing on more visual polish and clarity!
CHANGELOG
v0.7.1 -> v0.7.2
BUG FIXES
Intent displays no longer temporarily disappear after failing to play a card due to unmet conditions.
[/*]The deselect key no longer deselects cards/units when a menu is open.
[/*]Fixed inconsistent results with diagonal retreats.
[/*]Lightning Rod\'s Conductivity no longer activates for non-attacks.
[/*]Memory acquire effects now trigger again when the potency of a memory is boosted by an item.
[/*]
STORY
Wrote act I scene IV (not accessible in the demo currently, but it\'s written).
[/*]Hornet has new conversation portraits post-tutorial.
[/*]Added a serious expression portrait for each party member. Except Crow, she always looks serious.
[/*]
VISUALS
Added key art to the title screen.
[/*]Water now has foamy edges.
[/*]Wood realm floors have fewer gold lines, to reduce visual noise.
[/*]Enemy intent preview lines are less visually noisy.
[/*]Turn-start banners are slightly more fancy.
[/*]Area intro and boss intro text is moderately more fancy.
[/*]Removed tooltips for a Bridge + Impassable tile, since that acts just like a regular floor.
[/*]
AUDIO
Updated title theme mix.
[/*]
GAMEPLAY
At the start of your turn, the party member nearest to an enemy is now automatically selected (can be toggled in settings).
[/*]Pressing Tab with no unit selected also uses the above logic, rather than always selecting the Mighty.
[/*]Enemies now show a damage-over-time intent distinct from the debuff intent.
[/*]Cinder Brake no longer generates Acid terrain, and generates less special terrain in general (due to enemies generating more).
[/*]The Blacksalt Sea no longer generates Ice terrain, and generates less special terrain as well.
[/*]The Infinite Library no longer generates Mist terrain.
[/*]The Silvergrass Ruins no longer generate Thorns terrain.
[/*]The Wall of Memory no longer generates Energy terrain.
[/*]Bridge tiles are no longer considered special terrain by Trail Boots.
[/*]Special terrain takes longer to appear in a run.
[/*]
QUALITY OF LIFE
Draft and upgrade menus no longer briefly leave the screen after picking your first card.
[/*]Non-targeted lunges can now be quickplayed if there is only one unit that could be affected.
[/*]Added tutorials for journey log and battle log.
[/*]Hid journey and battle log corners in the tutorial.
[/*]Hid \"End Turn\" button in the tutorial until the player has played a card with both characters.
[/*]Made tutorialization a little less obstructive in general.
[/*]Tutorial checkboxes reappear when saving and loading a run (previously only reappeared next turn).
[/*]Pressing ESC while examining a party member on the selection screen now stops examining them rather than opening the pause menu.
[/*]Stars-generating items now preview how many Stars they\'ll create.
[/*]\"Abandon Run\" is now labeled \"End Run\" since it keeps your experience gained.
[/*]Added a toggle for whether camera reset also resets rotation.
[/*]
ENEMIES
Reworked a number of enemies to emphasize space control.
[/*]Fire:
[list]Censer\'s Gutter now creates Soulfire terrain, which applies 5 Burn to the party if they move to it. It also no longer gives Block.
[/*]Calcine\'s Flare now creates Soulfire terrain instead of giving it Focus.
[/*]
Water:
Ink Well\'s Overflow now creates Ink terrain, which applies 2 Blinded to the party if they move to it. It no longer inflicts Fragile.
[/*]Aquifer\'s Stain is now a locked AOE, but creates Ink terrain as well. It no longer deals direct damage.
[/*]Mirrorscale\'s Glare is now a long-range locked attack and deals more damage. It also no longer gains Focus.
[/*]Cascade\'s Downpour is now a long-range locked attack and deals more damage. It also gains Dodge rather than Block, and no longer inflicts Distracted.
[/*]Glass Leviathan\'s Jet Cutter is now an AOE that creates Shard terrain, which deals 10 damage to the party if they move to it. It no longer gives Focus.
[/*][/*]Wood:
Bookwraith\'s Writing no longer gives itself Bleed, and it no longer has Inkspill.
[/*]Litany\'s Scribe no longer inflicts Dulled, and its Memorization now applies 3 Focus to itself but no longer applies Exposed.
[/*]Apothecary\'s Miasma no longer deals direct damage or inflicts Weakened, but its Poison has been intensified. Its Redolence now also applies to any unit.
[/*]Pedant\'s Shout is now a locked AOE and no longer inflicts Void, but deals more damage.
[/*][/*]Metal:
Lightning Rod\'s Thunderstrike no longer gives it Blinded, and its Conductivity no longer applies Burn.
[/*]Ingot\'s Radiate is now a long-range locked AOE and deals more damage.
[/*]Steel Eater\'s Abrasion now inflicts 3 Fear instead of 1 Void, and its Steal Strength no longer inflicts Bleed but deals more damage.
[/*][/*]Earth:
Rocksplitter\'s Headbutt no longer gives it Parry, but now deals 1 more damage and gives 1 more Block.
[/*]Stonescribe\'s Rest the Chisel no longer removes its Critical and Vulnerable.
[/*]Monument\'s Scan now only gives Resist, its Enhance now only gives 2 Critical rather than Focus and Resist, and its Quake now deals 2 hits of damage.
[/*]Geode\'s Rumble is now a larger locked AOE that only gives 10 Fragile to itself, and it has a new card that blocks and purges its Fragile stacks.
[/*]Landbreaker\'s Crush no longer applies Vulnerable.
[/*]Gravestone Quarry\'s Clenched Fist now expands outwards by 1 each turn, rather than 2.
[/*][/*]Universal:
Bloom\'s Refract is now a locked AOE that creates Spores terrain, which gives 5 Exposed to the party if they move to it.
[/*]Spore Tower\'s Choke card now creates Spores terrain as well, and its Clear card removes special terrain.
[/*][/*]CARDS
Butterfly:
[list]Spear now gains line AOE on upgrade rather than direct damage.
[/*]Surging Tide and Ebbing Tide are now AOEs by default, and instead gain Momentum/Balance generation on upgrade.
[/*]Shaft Strike is now a targeted lunge by default, and instead gains Pressure generation on upgrade.
[/*]Leap now gains Momentum generation on upgrade rather than flat range.
[/*]Trip now gains Pressure generation on maximum upgrade.
[/*]
Seagull:
Pincer Bolt now gains chain AOE on upgrade rather than increasing the number of hits.
[/*]Impulse and Recall no longer add Stress.
[/*]Anamnesis now gives 2 cards before upgrade.
[/*][/*]Cricket:
Blinding Speed now gives 1 Dodge always, and 1 additional Dodge if the target has any debuffs.
[/*][/*]Crow:
Daybreak now scales by 3 Block per exhausted card rather than 2.
[/*]Nightfall now does damage based on the number of exhausted cards rather than inflicting Blinded.
[/*][/*]The Ephemeral keyword is no longer written on the card, just implied by the translucent background.
[/*]Non-Ephemeral Banes now specify in their text that they stay in your deck after battle.
[/*]Bane card text has been further clarified for some of them.
[/*]ITEMS
Reduced the penalty of all max HP increase items.
[/*]Roborant now heals and weakens for 10 rather than 15.
[/*]Added Wit, which permanently increases draw count at the cost of 10 max HP.
[/*]Added Grasp, which permanently upgrades a Gambit.
[/*]Item text generally now states when the item\'s effect is permanent.
[/*]
Minimum Setup
- OS: Ubuntu 22.04. Ubuntu 24.04
- Processor: x64 architecture with SSE2 instruction set support
- Graphics: OpenGL 3.2+. Vulkan capable GPUs
- Storage: 1 GB available space
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