A tactics game wrapped around a visual novel. Eighteen painted characters who plot, plead, fall in love, and betray each other across a 21-battle story you can lose.
Try V1 →Every choice in battle is a posture. A ready stance counters a charge. A brace soaks the inevitable hit. A sword cuts a shieldbearer down — but a spear behind that shield gets you first. Then the swords sheathe and a full visual novel unfolds: eighteen painted characters, branching dialog, romance, humor, and the kind of plot twist you'll text your friend about.
Ravage isn't combat with cutscenes wedged in. It's a hand-painted visual novel that happens to have one of the meanest tactics engines we could build — eighteen named characters who plot, plead, fall in love, and betray each other across hundreds of expressions. The campaign turns on whether you trust the wrong person at the wrong moment.
No gacha, no menus inside menus. Each system is small enough to teach in a sentence and deep enough to argue about for an hour.
Sword beats spear, spear beats shield, shield beats sword. Bows ignore the dance — and pay for it up close.
Ready a counter-zone; brace defensively; or stay neutral and swing first. Your stance changes every adjacent fight.
Move, attack, or stance — three actions, two AP per turn. Turns are short. Decisions aren't.
Forest, rubble, and obstacles change defence and line-of-sight. The map is half your strategy.
Battle outcomes ripple into the visual novel between fights. Trust the wrong ally, lose a key unit, take the harder path — every save tells a different story.
Every commit is on GitHub. Every system is small TypeScript. Procedural fallbacks for every asset.
Each battle has its own map, its own mood, and its own music.
Palace Coup
Mountain Pass
The Final Stand
Orinhal
Cliffs of Grude
The MonasteryV1 is honest about what it is — eighteen battles bridging the first and second halves, the full systems, real art, and the Seven Paths choice that forks the campaign. It builds out from there.
The full combat system. Hand-painted portraits for the principal cast. Real tile art, real obstacles, real backdrops, real music.
Eight more battles, the betrayal arc, save slots, and the first end-state branches.
Every named character, every ending, every map. Steam release candidate.