Skip to main content
GameDev.net gamedev.net
🔒 Locked

[Demo][PC] Astralis: Dawnblades - heroic fantasy tactical RPG, looking for feedback

Started by Gravenoire Studio May 18 at 12:02 PM 1 replies 650+ views
Original Post
Gravenoire Studio
Gravenoire Studio

Hi everyone,

I'm Benoit from Studio Gravenoire, a small self-funded French indie studio of three people. We are currently working on Astralis: Dawnblades, a heroic fantasy tactical RPG for PC, built with Godot.

The game has a public Steam demo, and I am posting here mainly to get developer/player feedback on the first impression of the demo rather than to drop a link and disappear.

Steam demo:
https://store.steampowered.com/app/4233920/Astralis__Dawnblades/

What is Astralis: Dawnblades?

Astralis: Dawnblades is a single-player tactical RPG where you lead the Dawnblades, an independent mercenary company.


The core loop is:

  • prepare your squads at the stronghold;

  • assign recruits, equipment and roles;

  • choose expeditions on node-based maps;

  • survive turn-based tactical battles;

  • bring back loot and resources;

  • craft, improve and reorganize your company before the next run.

The game is not designed as a pure roguelike. The idea is closer to a long-term RPG progression loop built around squad management, risk/reward expeditions, crafting and tactical combat.

Combat and MATB

Combat is turn-based and built around party roles, skills, cooldowns, resistances, buffs/debuffs and team synergies.

There is also an optional system called MATB. When enabled, characters act when their charge bar fills, and musical tension creates timing windows that can boost physical or magical attacks. It is meant to add pressure and rhythm for players who want it, while keeping a more classic turn-based pace available when disabled.

What kind of feedback would help us most?

If anyone has time to try the demo, we are especially interested in feedback on:

  1. Is the opening of the demo clear enough?

  2. Does the stronghold -> expedition -> combat -> loot/craft loop make sense quickly?

  3. Are the tactical battles readable?

  4. Does the UI give enough information without becoming too heavy?

  5. Does the MATB layer feel interesting, confusing, or unnecessary?

  6. Is the risk/reward of pushing deeper into an expedition understandable?

  7. At what point did you feel engaged, or at what point did you start to lose interest?

A bit of context

We are a very small team, and Astralis is built with Godot. The game is currently in development, with a public demo available on Steam. We know that first impressions matter a lot, so feedback on clarity, pacing and onboarding is especially valuable to us right now.

Quick info:

  • Title: Astralis: Dawnblades

  • Studio: Studio Gravenoire

  • Engine: Godot

  • Genre: tactical RPG / heroic fantasy / squad management

  • Platform: PC / Steam

  • State: in development

  • Demo: available on Steam

  • Languages currently supported on Steam: French, English, Spanish, Italian

  • Target release: 2026

Thanks for reading, and thanks in advance to anyone who takes the time to try the demo or comment on the presentation.

jhocking
jhocking

Can't wait to try out this demo when I get a chance to, because this game looks interesting! But even without having played it yet I can already give feedback about your description.

I would avoid calling it a "tactical RPG" and instead say something like "featuring a combat-system with many tactical decisions to make". Tactical RPG is the name of a pretty distinct genre (the genre is also commonly referred to as "strategy RPG") and your game is quite different from those.

That's an RPG where battles take place on a grid (or another way to think of it: a tactics game with RPG characters for units). The best known examples are Final Fantasy Tactics or Fire Emblem. Refer to this wikipedia page, or click the "tactical rpg" tag on your Steam page:

https://en.wikipedia.org/wiki/Tactical_role-playing_game

Someone reading your description would click in expecting something different, and then bounce when they're disappointed. For example, I am currently developing a tactical RPG and clicked this thread because that genre was in the subject.

Instead, your game looks similar to Darkest Dungeon (a line of characters extending from each side of the screen) so I'd probably copy how they describe their game. Note that "tactical rpg" is NOT one of their tags.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.