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.
The revamped tutorial is complete! It seems like folks like the game more when they get to punt something off a cliff, so now punting an enemy off a cliff is the first thing you get to do.
Some terrain effects are also triggered on turn-end rather than on step, to encourage movement rather than staying still. To support this, damage preview now also accounts for terrain effects and lunge movement.
I\'m working on a run-modification system to support ascension-like challenge levels, but I\'m still designing what those challenges should be.
In the meantime, this system is used for assist features that make battles easier, for players who would like that.
Next update, I\'ll try improving the CPU/GPU/memory performance of the game. It\'s been a while since I\'ve dedicated some time to optimization.
CHANGELOG
v0.7.3 -> v0.7.4
BUG FIXES
Paper Hydra can now properly play copied lunge AOEs like Puncture and Stonepiercer.
[/*]Paper Hydra now properly previews copied wide AOEs like Surging Tide.
[/*]Fixed lunging AOEs\' inconsistent behaviour when lunging to an empty tile.
[/*]Fixed swarm enemies still gaining special behaviours in rare occasions.
[/*]Tab to switch no longer requires multiple taps when one party member has retreated.
[/*]Further fixed some edge case z-fighting.
[/*]
STORY
Implemented bond level 3 conversations (not accessible in the demo, but they\'re written).
[/*]Rewrote the tarot cards after the first dive with Butterfly and Seagull, to add more context.
[/*]
VISUALS
Added some floating particles in the air.
[/*]Enemies with fields around them (e.g. Dampener, Behemoth) now have a circle indicating this field.
[/*]
GAMEPLAY
Damage from moving to terrain is now previewed (as is damage from standing on terrain with end-turn effects).
[/*]Lunging now also previews incoming damage and intents for where you end up.
[/*]Cinder and Soulfire terrain now inflict 3/6 Burn if you end your turn on it, rather than 2/5 if you move to it.
[/*]Shard terrain now deals 15 damage if you end your turn on it, rather than 10 if you move to it.
[/*]Spores terrain now inflicts 8 exposed if you end your turn on it, rather than 5 if you move to it.
[/*]Added some assist mode features in the settings menu (these apply at the start of a run).
[/*]You can now view a character\'s deck from the memory draft menu.
[/*]Added a reminder for quickplaying cards.
[/*]The tutorial is now more guided and has a gentler learning curve.
[/*]
QUALITY OF LIFE
\"Range 0\" is no longer written on cards since their areas of effect are described in card text.
[/*]Hid the neutral card and memory buttons in the character select when embarking on the first real run.
[/*]Realm select buttons are hidden until party members are selected (when embarking on the first real run).
[/*]
CARDS
Butterfly Leap now has 4 range rather than 3.
[/*]Seagull\'s Inquiry now does 12 damage rather than 10.
[/*]
ENEMIES
Many enemies do slightly more damage or are slightly sturdier.
[/*]
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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