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.
Most lunges can now be played on empty tiles too! They can still be double-clicked if there\'s only one target.
I\'ve rewritten and redrawn the intro cutscene to establish the setting a little more. This will eventually join with a revamped tutorial.
In the meantime, please enjoy various clarity improvements, like being able to see which of an enemy\'s cards is a locked AOE.
CHANGELOG
v0.7.2 -> v0.7.3
BUG FIXES
Tooltips no longer persist when exiting to main menu.
[/*]Fixed water foam effect causing z-fighting with certain terrain.
[/*]Fixed a typo in Glass Leviathan\'s flavour text.
[/*]
STORY
Implemented act I scene V and act II scene I (not accessible in the demo, but they\'re written).
[/*]Rewrote the intro cutscene.
[/*]Shortened post-tutorial cutscene.
[/*]Cutscenes fade in and out a bit faster.
[/*]
VISUALS
Added an effect to cards that are changed mid-battle.
[/*]Added an effect when memories are activated.
[/*]Tooltips have a distinct colour depending on whether they\'re for units, statuses, or terrain.
[/*]The path choice menu now darkens and blurs the world when it first appears, not just when it reopens.
[/*]
GAMEPLAY
Adjusted mix of path choices and encounter types across the run.
[/*]
QUALITY OF LIFE
You can now click outside the card upgrade/removal preview window to close it.
[/*]You can now click outside the path choice diamonds to close the menu.
[/*]Examining enemy cards now shows which are locked AOEs.
[/*]Certain tutorials no longer appear when it is clear the player already knows what they teach.
[/*]When status tooltips on units are disabled, hovering over a unit will show its Block in its HP tooltip.
[/*]The item tutorial message now specifies that items can be used both in and out of battle.
[/*]
CARDS
Most targeted lunges/retreats are now non-targeted lunges/retreats. This means that you can now use them as mobility cards.
[/*]Cricket\'s Woodchipper now exhausts.
[/*]
ENEMIES
Swarm enemies can no longer gain special behaviours. They generally don\'t survive long enough to make use of them.
[/*]Enemies that split when attacked now copy all their statuses to their clones too.
[/*]Wildfire Exemplar no longer applies Burn, Focus or Grit. Instead, its cards gain potency when cast.
[/*]Split copies are no longer counted in the end-of-expedition enemies defeated counter.
[/*]
ITEMS
Added Mote of Luminosity, which doubles any unit\'s Block.
[/*]Added Mote of Saturation, which doubles all of a unit\'s statuses.
[/*]
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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