SYSTEM ALERT: #TurnBasedThursday engaged! ๐ Official host protocol activating.
#GameDev / #IndieDev: Initiate upload sequence. Share your turn-based games, demos, and links in the replies.
Players and fans: Execute support functions. Like, repost, and wishlist. Help some indies succeed!
29.01.2026 13:01 โ
๐ 105
๐ 57
๐ฌ 54
๐ 5
We are thrilled to officially host this weekโs #TurnBasedThursday! ๐
๐ ๏ธ #GameDev / #IndieDev - drop your turn-based games below and use the hashtag!
๐ฎ Fans - like, RT, and discover your next obsession in the replies ๐
RPGs, tactics, strategy, all welcome!
22.01.2026 13:05 โ
๐ 106
๐ 54
๐ฌ 48
๐ 3
Early pre-final-art build of our tactical roguelike deckbuilding autobattler (phew ๐
). With North African sci-fi inspo!
22.01.2026 15:18 โ
๐ 8
๐ 0
๐ฌ 0
๐ 0
Newsletter Signup | Kolena Game Studio
Sign up for our newsletter
For more details and to be one of the first to play, sign up to our newsletter: kolena.gg/newsletter (No spam and sent once a month)
/๐งต
22.01.2026 10:48 โ
๐ 0
๐ 0
๐ฌ 0
๐ 0
So we've pivoted, but we feel that we've kept the fun core of the game: deploying enemies and building a powerful deck. 2026 has us heads down and working on content on top of our new design.
22.01.2026 10:48 โ
๐ 1
๐ 0
๐ฌ 1
๐ 0
โก๏ธ *Moves per turn* ~ You no longer have influence (mana/energy). You instead get three moves per turn every turn.
โก๏ธ *No commerce* ~ You don't need to buy cards anymore. To build your deck, you draft three cards at the end of each combat, selecting one to add to your deck.
22.01.2026 10:48 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
We also simplified across the board:
โก๏ธ *Defeat all waves* ~ Your win condition now is defeating all enemies in a combat encounter.
โก๏ธ *One lifewell* ~ Your loss condition is having your lifewell (left of the screen) killed.
22.01.2026 10:48 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
So we ate some humble pie and pivoted to a traditional combat-draft structure. You now play smaller combats, and draft cards to build your deck in between these combats. We hope this will make it easier to design enemies with unique identities.
22.01.2026 10:48 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
This made enemy design very "flat". We couldn't give unique identities to enemies or enemy groups, since any enemy that spawned had to work with any other enemy.
22.01.2026 10:48 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
This is how our game was in 2025. Your entire run was one long combat. Enemies streamed onto the combat board throughout the run.
22.01.2026 10:48 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
Hey ๐ It's been a while. Wanted to update you on our North-African sci-fi tactical roguelike deckbuilder. We're still cooking. In fact we made a big design pivot in 2025. Here's what we've been working on ๐งต๐
22.01.2026 10:48 โ
๐ 14
๐ 4
๐ฌ 1
๐ 0
Colour studies by our amazingly talented artist Simon as we lock in the art direction for our tactical roguelike deckbuilder.
14.01.2026 15:11 โ
๐ 2
๐ 0
๐ฌ 0
๐ 0
Sneak peak of some Simon's concepts as we close out the art bible for our tactical roguelike deckbuilder.
08.01.2026 12:30 โ
๐ 2
๐ 0
๐ฌ 0
๐ 0
Hope you had a nice winter holiday, fellow game devs :) We're back to work and working on closing art direction as well as adding cards to our tactical roguelike deckbuilder.
06.01.2026 15:44 โ
๐ 0
๐ 0
๐ฌ 0
๐ 0
Project Sala - oct 24 - mix 01
A mix of one of the tracking going in the demo of our tactical roguelike deckbuilder.
While we're refactoring and working on the art bible of our tactical roguelike deckbuilder, our sound designer Lars has been mixing some saucy tunes. I think this one works well for a boss fight.
soundcloud.com/user-5340974...
#sounddesign
25.11.2025 11:18 โ
๐ 3
๐ 0
๐ฌ 0
๐ 0
Project Sala Audio Vertical Slice - 2025 Nov - Track 01
A
Our talented sound designer, Lars, has gotten into a groove. This is one of his recent "audio vertical slices" which tests the soundscape of the game in combat.
#gameaudio #sounddesign
on.soundcloud.com/QHZ0FfEezEud...
19.11.2025 11:42 โ
๐ 2
๐ 0
๐ฌ 0
๐ 0
While this is not our final art style, it's so cool to see how far our talented artist, Simon, has come.
11.11.2025 13:42 โ
๐ 1
๐ 0
๐ฌ 0
๐ 0
One of the biggest hearts in game dev, and a master of game feel, @tricko.bsky.social is one of those devs I'm constantly learning from. He just released his first commercial game. Go check it out.
#ff #followfriday
07.11.2025 12:38 โ
๐ 2
๐ 0
๐ฌ 0
๐ 0
Simon, our talented artist, has been working on rendering and art pipeline. This piece is of a Banumarin. Inspired by the North African Amazigh, the Banumarin are a noble, agile faction who know the desert like the back of their hand.
05.11.2025 13:53 โ
๐ 2
๐ 0
๐ฌ 0
๐ 0
Now we need to clean up our dirty, dirty prototype code and take on the next big design problem: board size? Too big? Too complex. Follow us to find out ๐
04.11.2025 18:28 โ
๐ 0
๐ 0
๐ฌ 0
๐ 0
So we're going with a traditional combat-draft-combat-draft design and a traditional hand system within combat. It might seem "safe" but we feel we can innovate *within* this structure and still do some cool stuff with the tactical RLDB space.
04.11.2025 18:28 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
So we A/B tested:
๐
ฐ๏ธ The reserves
๐
ฑ๏ธ Traditional RLDB hand
Ultimately we realized that ๐
ฑ๏ธ a traditional RLDB hand was more intuitive, gave us better card cycling, and simplified the design overall.
04.11.2025 18:28 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
However, with a traditional combat-draft-combat-draft design, the reserve didn't make sense anymore. It was just kind of "there", bloating the game screen.
04.11.2025 18:28 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
So, in the original design when one of your units died, it went back to a reserve queue. The reserve queue moved by one each round until it eventually ended up in your hand to play again.
04.11.2025 18:28 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
Unit healing and reserves were a solution to: what the heck happens to your units when they die in a single, long combat run? We needed your units to stay around during the long run, but we needed a cost for their death.
04.11.2025 18:28 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
We dove head-first into the pivot, but we realized that two parts of the game no longer made much sense with the new design: unit healing and the reserves queue.
04.11.2025 18:28 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
So we pivoted to a more traditional combat-draft-combat-draft structure. It's tried and true, and we could still lean into what was thematically unique about our game: North African sci-fi and hit & and run tactics.
04.11.2025 18:28 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
We originally had a design where your run was a single, long combat. Enemies and purchasable cards would stream in, and you would go on fighting until you beat the run boss or died.
We felt it was innovative, but it made designing enemies difficult, since the board state was infinitely complex.
04.11.2025 18:28 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
After struggling with designing enemies for our tactical roguelike deckbuilder, we landed on a design space that makes our lives easier. Read on ๐งต๐
04.11.2025 18:28 โ
๐ 2
๐ 0
๐ฌ 1
๐ 0
Oh wow, this art is going so hard! Kudos.
30.10.2025 11:30 โ
๐ 2
๐ 0
๐ฌ 0
๐ 0