Screenshot showing passive tooltip from website.
Appreciate it, I'll take a look at it. I think the default font is set to the generic fixed width one, I'll need to resize it.
As for the passive tooltip, I think I added that later, but it should be working now.
14.02.2026 22:45 —
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Whoops, missed this.
14.02.2026 22:42 —
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Something that came up was people destroying the chests and not getting the items.
You can still win by bringing all undead units to 0 HP, but the timing can get tricky.
Now destroyed chests drop loot bags.
If an enemy picks it up you have to kill them to get the loot so that could be a problem.
14.02.2026 16:27 —
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The map shown in the video is the Catacombs level which introduces undead and the need to exorcise them once their HP is 0.
Since you don't have an exorcism ability yet, the chests have items that can exorcise, so you'll have to obtain those before you can destroy the ghosts and skeletons.
14.02.2026 16:27 —
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One of the biggest issues reported were in terms of the story, and it was kind of split. Most people liked it, about half thought it was a bit too long at parts, but the other half actually liked the length...
Heh, so anyway I've shortened the cutscenes a little bit so they get to the point faster.
14.02.2026 16:27 —
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The demo starts at a different spot in the story than previously shown, it's now the beginning of the game.
It features Belavosi (unique) and you start with 4 generic Soldiers.
There's a few tutorial missions that go over basic combat etc, there's also a UI tutorial to explain the menus.
14.02.2026 16:27 —
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Sorry for not posting any updates in a while. I'm still polishing the demo with a smaller group of testers, trying to get a demo out soon!
This clip shows the new object destruction effects (audio included!)
Still a WIP~
#ScreenshotSaturday #gamedev #pixelart #indiedev #tactics #RPG #game
14.02.2026 16:27 —
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Let me know how the page loads, it should be fully responsive and compatible with any device.
The tooltips are from the game, so they're stuck at 500px long, i.e. they wont look too good on small resolutions / phones, but they still show up.
Been a while since I last tangled with javascript.
13.12.2025 15:02 —
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Eventually it'll have tooltips for both abilities and passives and full data including descriptions, lore, etc.
I always find myself working on the website during December going back to 2023 based on the timestamps.
I guess it's a hectic month so I tend to take a break from coding the game.
13.12.2025 15:02 —
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Soldier
Orders RaceRanksMoveJumpMove Type Requirements None Description Shield Rules Armor Rules Weapon RulesStat Base Overall HP MP Weight Speed Accuracy Critical Stat Growth Strength Dexterity Agility Vital...
Added some actual game info (Job data) to the website.
Added info on the first ~20 jobs & working on css tooltips just like the ones in the game.
Test them on the Soldier page (hover over Ability Icons)
dusktactics.com/jobs/soldier/
#gamedev #indiegame #rpg #webdesign #css #ScreenshotSaturday
13.12.2025 15:02 —
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It was mainly used with CRT monitors and nowadays it's not really done as there are many workarounds that weren't possible back then(maybe?).
I'll most likely wind up with different options to choose from, but it's probably the biggest hurdle I'm currently facing.
10.12.2025 15:19 —
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Thanks to everyone who participated in the screentest, I'll have more in the near future to test different methods of handling different resolutions with pixel art.
I'm curious if anyone else remembers when games used to force a resolution change, especially in the 90s, 2010s?
#gamedev #indiegame
10.12.2025 15:19 —
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Thank you so much for trying it out.
In your case, I'd have it run natively at 2x resolution and it'd be pixel perfect.
The next screen test with branch out and have more options.
The downside to a forced res swap is exactly what you described, so it would be a last resort.
10.12.2025 15:09 —
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Appreciate it, I'm very curious how it works with multiple monitors.
I coded it to scan for the setup and simply use the defaulted main monitor, but I haven't tested it on my own setup yet.
10.12.2025 15:05 —
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Thanks so much for testing it out!
It seems to work well with Windows 10, but you're the first Windows 11 confirmation, so that's great!
10.12.2025 15:04 —
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Interested in those with multi-monitor setups as well. It can work with those, not sure if it does at this point.
Eventually I'll release a version for Mac and Linux and in the worst case, it'll be an option for people to have (it'll also save a TON of work in upscaling~).
04.12.2025 19:03 —
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I'm trying to gather data on different methods of getting Dusk Tactics to run in it's native resolution.
You may remember forced resolution changes from playing PC games in the 90s/00s and maybe even later, but I feel like it's not used as much anymore.
04.12.2025 19:03 —
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For now, I need anyone with Windows and Java installed (at least 1.8) to check it out for me and report back if it worked.
You can comment on the page or here, either is fine.
I really appreciate any and all feedback!!
04.12.2025 19:03 —
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Dusk Tactics Screen Test
Dusk Tactics Screen Test This page is for a special test to help with development of Dusk Tactics. You can read more info below the download link (recommended). Downloadscreentest.jar - v0.1 - Executa...
Looking for feedback on this:
It's a simple java program (jar) that forces a 1280x720 resolution before running. (download in link below)
If it works correctly, you should see a screenshot of the game in fullscreen and native resolution.
dusktactics.com/screentest/
#gamedev #indiegame #rpg
04.12.2025 19:03 —
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Same, I love stat/attribute and status effect systems.
There are so many ways to do status effects and when done right, they feel useful. The idea being to make status effects a viable choice compared to just causing raw damage.
25.10.2025 17:29 —
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The mechanic of this scenario revolves around a certain character tampering with the dead and creating a bit of a problem.
I may do this map where the idea is to make it inside the church, as the undead will be overwhelming and nobody has a way to kill them yet...
Kind of Halloween themed, eh?🎃
25.10.2025 15:57 —
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A screenshot of an isometric pixel art church and graveyard.
A preview of the Moor Barrens Church & Graveyard map.
Will feature undead units which revive after being felled (~3 turn wait period).
Statues are a WIP, but it was nice to draw something outside the unit template/scale for once.
#gamedev #screenshotsaturday #indiedev #RPG #game
25.10.2025 15:57 —
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I'm working my fastest to have this out by the end of the year, but it may be Jan/Feb 2026 as it's hard to estimate.
Also added undead units and an undead revival process similar to Tactics Ogre. Make a cute little skeleton pile for when it's "downed". Skeletons will be in demo~
11.10.2025 15:22 —
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The tutorial portion takes place on the stage shown in the video, it's in two parts.
In part one you start on top of the stairs, defending the base.
In part two you assault the base from the bottom.
The idea is to work in the basics of unit positioning and height advantages etc.
11.10.2025 15:22 —
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The demo scenes will feature some minor tutorials, and about 3-5 playable scenarios with 1-2 repeatable battles you can grind on.
At this point, no, the developer did not create an in-game menu tutorial but I might if there is time.
#screenshotsaturday #gamedev #indiegame #RPG #pcgame #indiedev
11.10.2025 15:22 —
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I forgot to mention, the portraits used in the screenshots and for the demo are temporary placeholders.
Since I don't have a full set of official portraits ready, it looks better if they're all the same style, so for now we're doing that.
27.09.2025 19:31 —
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Albion is the first official character from the Alatian race, basically winged humans with some differences.
I was going to call him Vermiculus
Albion Skekuli, or Vas for short, but that's a bit too much for a tutorial.
(I might want to remove the chance of a Mimic spawning for the first map...)
27.09.2025 14:39 —
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I hate writing tutorials almost as much as I hate playing them but there's an obvious need for it as we expand our demo player base.
I try to keep it brief, with each Trial introducing a new element. This first one is just a simple "bash your enemy to win" trial.☠️
27.09.2025 14:39 —
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A screenshot of the new Dusk Tactics Demo. The top right of the screen says "West Wall Entrance, Eastern Command, Anastris" which is the location of the battle. Your tutor, Albion Banebreak is currently saying "How you position your units and where you attack from can make a world of difference."
The map shows a simple castle entrance with 4 enemy soldiers bearing down on you.
A screenshot of the new Dusk Tactics Demo. The top right of the screen says "West Wall Entrance, Eastern Command, Anastris" which is the location of the battle. Your tutor, Albion Banebreak is currently saying "Chests like this one can be destroyed as well, but you'll only get what's inside if you open it using an action command."
Albion is standing in front of a chest while he says this.
A little peek at the new demo which will have a simple tutorial to help introduce you to the various systems in Dusk Tactics.
Albion Banebreak will be your drill sergeant as you navigate various trials.
You get 4 Soldiers to start with...
#ScreenshotSaturday #gamedev #indiegame #RPG #game #pcgame
27.09.2025 14:39 —
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During gameplay, if a unit has a status effect activate, the camera will pan to them and show it before going to the next unit.
You may have multiple 'activations' in between turns and these are all handled before the next unit gets a turn.
Info about this shows up in the battle log as well.
20.09.2025 14:30 —
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