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.
This update introduces the Curse system, which lets you increase the difficulty of each run at will.
After your first winning run (and certain story progress), each realm cleared will unlock the associated boss\'s Curse, a unique modifier that will make the run harder.
Currently only the first of each path\'s Curses is implemented, but I plan to have the others ready in future updates.
A few new Assist Mode options have also been added, in case you would like to tune the difficulty the other direction.
In addition, the shape of the run has been further tuned to increase the diversity of Memories, and some bosses have been rebalanced.
CHANGELOG
v0.8.1 -> v0.8.2
BUG FIXES
Fixed edge cases where the run progression would lock up if one character was already defeated.
[/*]Fixed card hitboxes occluding part of the \"Confirm Upgrade\" button.
[/*]Cards no longer stay on their hovered size when opening a new menu.
[/*]Mighty Clarity and Magical Clarity are no longer available in the Cauldron.
[/*]The deck summary menu is no longer missing cards when a character has some in hand.
[/*]Gambits no longer block Actions being added to hand due to max hand size (the rightmost Gambit is discarded instead).
[/*]Action charges and cooldowns are reset on battle end (so they don\'t display weirdly on the upgrade menu).
[/*]Metal: Analyzer\'s Disjunction is no longer unplayable on copy.
[/*]Fixed one particular warning message saying the range of your movement card is 0.
[/*]Fixed Memory upgrade menu not removing character portraits when choosing one.
[/*]Fixed cards/memories that inflict Stunned having the ally version tooltip in certain contexts.
[/*]
STORY
Added single-character variations of mid-run cutscenes.
[/*]
VISUALS
Added final art for Hearth, Cleanser, Cambium, Analyzer, Quake, and Crystalline.
[/*]
GAMEPLAY
Added additional challenge modifiers unlocked after beating specific bosses, available at a certain point in the story.
[list]Curse of the Eternal Pyre: The Magical starts with a Bane that gives them 5 Burn when retained.
[/*]Curse of the Spider Kraken: Party members gain 2 Exposed on battle start.
[/*]Curse of the Paper Hydra: Enemies have a 1 in 4 chance to gain 1 Critical each turn.
[/*]Curse of the Titan Walker: Enemies have a 1 in 2 chance to gain 1 Buffer on spawn.
[/*]Curse of the Clay Devourer: The Mighty overheats their rightmost Action for 2 turns on battle start.
[/*]
Added additional assist mode options.
Starting movement speed
[/*]Starting draw count
[/*]Starting memory upgrade
[/*]Starting Stars
[/*][/*]Encounter chances have been slightly increased.
[/*]Statuses gained from retaining cards now trigger after turn end. This means DoTs from these cards don\'t take effect until next turn, and statuses that decrease on turn end don\'t immediately tick down.
[/*]Memory draft and upgrade choices are more likely to appear.
[/*]Memory draft rarity probabilities have been rebalanced.
[/*]The reward after entering realms 2 and 3 is now a Memory draft.
[/*]Character-specific Memory drafts are now much more likely to offer Memories unique to that character.
[/*]Universal Memory drafts now have a small chance to offer character-specific Memories, which can be chosen for either party member.
[/*]QUALITY OF LIFE
Added setting for text scroll speed.
[/*]Added setting to toggle text skipping between instant and fast-forward.
[/*]In the character examine screen, you can now see how many copies of a card a character starts with.
[/*]Unplayable card warnings no longer appear when not in battle.
[/*]Noted on item path choices that rare/golden items often have permanent effects.
[/*]
CARDS
Seagull\'s Alacrity now rushes to ally\'s side from a great range rather than ignoring line of sight. It can still be played on self.
[/*]
MEMORIES
Virtuosity now spreads to more cards on upgrade, rather than further upgrading a single Action.
[/*]Butterfly\'s Shield Collar now gives Block before DoTs tick.
[/*]Seagull:
[list]Tactical Tome now spreads to more cards on upgrade, rather than reducing one card\'s cost by more.
[/*]Maneuver Manual now also behaves as above.
[/*]
Cricket:
Gambeson now gives Buffer every 3 turns rather than 5 turns.
[/*]Heartwood Slab, Synesthesia, and Veneer Sheet now grant Resist/Block before DoTs tick.
[/*][/*]ENEMIES
Bosses that start with Sturdy now lose all stacks of Fragile after being attacked.
[/*]Fire: Heat Haze\'s Fervor can now be played on empty ground when copied, since it is an AOE.
[/*]Water: Arrow of Time:
[list]Sand Grains now gives 1 Resist rather than Buffer.
[/*]Entropy now deals 3 Poison rather than 7.
[/*]Smooth Stone now gives 5 Block rather than 1 Parry.
[/*]
Metal: Notion of Eminence\'s given cards are now Ephemeral just in case.
[/*]Earth: Design of Denial now prioritizes playing Spines even when you are out of reach, and Spines now grants Focus rather than dealing direct damage.
[/*]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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