A tactical RPG · visual novel · vertical slice live

RAVAGE

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 →
free · runs in your browser · ~10 minutes
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The Game

Tactics that bite. Stories that stick.

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.

The Story

A visual novel between every battle.

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.

Amar smiling warmly
Amara warm half-smile
Maya tearful
Mayatearful
Fergus unmasked
Fergusunmasked treachery
Leo smirking
Leococky smirk
Dawn's mask slipping
Dawnthe mask slipping
Khione revelation
Khionerevelation
What's inside

Built on six honest systems.

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.

Weapon Triangle

Sword beats spear, spear beats shield, shield beats sword. Bows ignore the dance — and pay for it up close.

Stances & Counters

Ready a counter-zone; brace defensively; or stay neutral and swing first. Your stance changes every adjacent fight.

Action Points

Move, attack, or stance — three actions, two AP per turn. Turns are short. Decisions aren't.

Cover & Terrain

Forest, rubble, and obstacles change defence and line-of-sight. The map is half your strategy.

Branching Endings

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.

Built in the open

Every commit is on GitHub. Every system is small TypeScript. Procedural fallbacks for every asset.

The World

From palace courtyards to the cliffs of Grude.

Each battle has its own map, its own mood, and its own music.

Where we are

A vertical slice, then a full campaign.

V1 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.

V1 — now

Three playable battles

The full combat system. Hand-painted portraits for the principal cast. Real tile art, real obstacles, real backdrops, real music.

V2 — next

Mid-arc battles + branching dialog

Eight more battles, the betrayal arc, save slots, and the first end-state branches.

V3

The full 21-battle campaign

Every named character, every ending, every map. Steam release candidate.

Ready to fight?

Try V1 →
free · no sign-up needed · ~10 minutes
Played it? Tell me what worked and what didn't — kaseyfuwaterloo@gmail.com