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- Jan 28, 2011
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Kickstarter: https://www.kickstarter.com/project...a-echoes-of-the-astral-empire-turn-based-tact
Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=394023800
http://www.tahiragame.com
https://af.gog.com/game/tahira_echoes_of_the_astral_empire?as=1649904300
Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=394023800
http://www.tahiragame.com
https://af.gog.com/game/tahira_echoes_of_the_astral_empire?as=1649904300
Looks Banner Saga-esque.
Funding goal is is $68,000. Estimated release date is January 2016. Seems like it will be episodic, though.
Funding goal is is $68,000. Estimated release date is January 2016. Seems like it will be episodic, though.
Once, it is said, humanity roamed the stars with impunity. That time is long past. On what was once a partially terraformed outpost world, the descendants of the long-dead colony struggle to eke out an existence on a planet that is growing ever more inhospitable.
You are Princess Tahira of Avestan, a small kingdom to the west of humanity’s last great city, Babylon. The death of your brother has left you as the sole, unwilling heir to the Throne. After your anxiety over this burden sparked an argument with your father, you left Avestan to explore the lands that lie to the south.
A year later, a message arrives warning of a vast army intent on returning to the stars, crushing all who stand in its way, and begging you to return home.
It is here that your real journey begins.
In Tahira the story and combat are intrinsically tied together. Every battle you fight has different objectives, which are informed by the story. In one, you fight desperately to hold a town long enough for its citizens to flee. In another you ambush an enemy squadron, trying to rout them before they can make use of their superior numbers.
When you’re not fighting you’ll have the chance to walk around your surrounds, engage with your travelling companions, and learn more about the different cultures you’ll encounter as you travel on the road.
We're writing Tahira's story episodically, and this campaign will cover the remaining costs of the first episode. We’ve chosen this format so we can execute the scope of what we feel Tahirashould be.
Episode One will feature a dense and thrilling plot with fleshed out characters who develop over the course of the game. Taking cues from studios like Bioware and Telltale Games, decisions and progression you make in Episode One will continue to influence your journey through later episodes. We estimate Episode One will run for 4-5 hours and are designing it to have the density of an episodic Telltale game.
Trekking through the Himalayas and exploring the Middle East were the dual inspirations forTahira. Beyond anything else, we want to transport you to another world and to take you on a journey that will stay with you well after you have finished playing.
Tahira's combat is inspired by childhoods spent secretly playing Gameboy games such as Fire Emblem, Advance Wars and Final Fantasy Tactics under the covers. As well as more modern titles like XCOM: Enemy Unknown and The Banner Saga.
Acting through Tahira, the player leads their forces into battle by taking control of several groups of units, each with their own distinct stats and abilities. Leveraging the unique skills of your diverse team is the key to victory.
Any leader needs allies, and Tahira is no exception. She is joined in combat by several great warriors, each leading a cadre of troops who share their leader's strengths. As the game progresses, you'll unlock opportunities to upgrade each of these heroes. When you do so, you upgrade their personal stats, skills and abilities as well as those of their followers. The system takes inspiration from XCOM and Starcraft 2: these aren’t just little skill point buffs, they’re distinct choices that will change the way you play the game.
The combat system in Tahira is designed to simulate the flow of a real battle. Rather than relying on the traditional "we all move, then you all move" system, turn order is assigned dynamically, based on the speed of each of the fighters.The game's heroes can skip this queue and act immediately - at a cost - creating opportunities for skilled tacticians to turn the tide of a losing fight, or punish an enemy in a weak position before it has a chance to rally. Additionally, as fights progress, your troops grow fatigued. Each attack suffered by a unit reduces its defence, meaning that your force becomes exponentially more vulnerable as the battle wears on.
To further create a sense of realism in combat, no two combat scenarios are alike. Battles in Episode One will range from scrappy skirmishes between a handful of soldiers, to epic sieges involving dozens of units and multiple fronts. In these larger fights, players will need to act on a solid strategy, distributing their forces between two or three areas, and prioritizing certain objectives at the expense of others.
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