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 game now has a lore section! All the worldbuilding that would be inconvenient to convey through dialogue goes here.
Generally, lore entries are written for knowledge that the characters would have in-universe, but wouldn\'t specifically talk about given the events that are happening.
I tried to keep these from being redundant with the existing conversations, in order to enable dialogue to focus on story rather than backstory.
In addition, you can now examine enemies in detail by clicking them in the monster library or on the run-end summary.
Items both neutral and realm-specific can also be referenced under neutral memories list button, or by right-clicking a realm in the elemental cycle reference.
CHANGELOG
v0.7.4 -> v0.7.5
BUG FIXES
Fixed camera briefly moving back and forth when a battle starts.
[/*]Scrolling no longer gets stuck when mousing over settings menu buttons.
[/*]
STORY
Implemented bond level 4 conversations (not accessible in the demo, but they\'re written).
[/*]Added a Lore tab to the Library.
[/*]
VISUALS
Casting a buff/debuff now casts a small light.
[/*]Defeating an enemy has a new particle effect.
[/*]
AUDIO
Added a stinger when clearing a realm or ending an expedition.
[/*]
QUALITY OF LIFE
You can now check neutral items from the character select menu.
[/*]You can now check realm-specific items from the elemental cycle menu.
[/*]Block no longer obscures a unit\'s HP number.
[/*]Improved performance.
[/*]
CARDS
Seagull\'s Lightfield now applies 3 Grit rather than 2 Focus and 2 Grit, and only disappears after 2 turns.
[/*]Seagull\'s Drainfield now applies 5 Weakened rather than 3 Weakened and 3 Fear, and only disappears after 2 turns.
[/*]
ITEMS
All items now stack to 99.
[/*]
ENEMIES
You can now click on enemies in the monster library or end-of-run summary to check their cards.
[/*]Certain enemies now only appear later in a run, but have become stronger.
[/*]Rebalanced enemy distribution.
[/*]Water: Mirrorscale\'s Polish now gives itself 10 Block instead of 1 Parry.
[/*]Earth: Landbreaker\'s Root now gives itself 8 Block instead of 1 Buffer.
[/*]Wood: Splinter\'s Chaos Rend now inflicts Bleed rather than Void (so it shows the DoT intent).
[/*]
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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