RMVXA Symphony of War: The Nephilim Saga (Strategy / tactical RPG)

harmonic

Veteran
Veteran
Joined
Mar 13, 2012
Messages
30
Reaction score
37
First Language
English
Primarily Uses
RMVXA
Symphony of War: The Nephilim Saga

Click here to see the Coming Soon page on Steam!

giphy.gif

Hello, just wanting to share what Mithran and I have been working on since around 2016. It's getting ready to release this summer.

Synopsis
Symphony of War is a new Strategy RPG series, with The Nephilim Saga as the first game. It's been developed using RPGMaker VX Ace using a new tactical engine with moving units around on a grid (tactical map) to do battle and capture map objectives. You pick one of two Protagonist graphics and name them, and play as a recent Imperial Academy graduate tasked with a routine mission that will open the door to a grand struggle. Starting from humble beginnings, you eventually build a massive and powerful army as the various factions of Tahnra clash for dominance.
  • Squads: In a departure from the classics from which this game derives its inspiration, SoW's units are Squads. There is a squad grid of 15 slots (9 whole, 6 half) and up to 9 possible individuals in each Squad. Every Squad has a leader, who grants it leadership traits, and determines the squad's capacity via the LDR stat. Formation is of the highest importance as you build your squads as it affects how enemies can target your troops.
  • Home Base: Between chapters, you will go to the Home Base sequence, where you hire new troops or mercenaries, advance your faction technology, watch support conversations between the characters, go to the Battle Arena for more XP and loot, access tutorials and reference guides, and most importantly, organize / build / customize your Army.
  • Relationships and Bonds: A diverse array of cast members can engage in charming Support conversations, reflecting their reaction to the main story's events, and allowing the player to build friendships and bonds between them. In addition to the flavor of it, these relationships offer bonuses to Morale in battle.
  • Unit and squad customization: 50+ unit classes to choose from in 3-4 tiers of upgrades. Dozens of traits, both individual and leader-based. Artifacts, like weapons, armor, and accessories, that affect the whole squad.
  • Faction Tech Tree: Three branches of tech to choose from, spending tech points you get from advancing your Faction Rank. Academy, Command, and Craftsmanship. Academy affects recruiting, growth, magicians and support, and dragons. Command grants more battlefield tactics, and squad capacity bonuses. Crafts are direct upgrades to equipment and certain class unlocks, namely a focus on firearms units such as Gunners, Dragoons, and Siege Cannons.
  • Battlefield Tactics: 5 different types of attacks to choose from. Balanced, Aggressive, Cautious, Force Surrender, or Target Leader. Battles play out automatically, but you can influence tactics within battles with these commands. Outside of battles, you can achieve Charge attacks as a cavalry squad, which shocks the target for 1 turn, or Ambush attacks as a light squad, which counts as a free squad-wide attack without being countered, so long as the enemy is in woods, swamp, or townscape. Cavalry units can move after attacking.
  • Map Objectives: Mines, Towns, Castles, Stables, Temples, Bazaars, etc. Capture map objectives to gain resources, advance Faction Rank, find exotic items or mercenaries, hold a strongpoint by capturing a fort or wall, etc.
  • Terrain, Weather, Day/Night: Hills, fortresses, and the tops of walls offer high ground. This gives +1 range to archery and cannon attacks. Being in the woods protects from long range archery. Being in woods, swamp, or townscape allows light squads to Ambush. Being in grassland, roads, or other open terrain give Cavalry certain advantages.
  • Morale and Surrender: Tons of ways to influence Morale. Having high Morale gives you a chance for extra attacks in the same battle. Low Morale lowers your attack power. If the enemy's Morale is low, you can force them to surrender, which gives you more gold from their bounty at the end of the chapter.
  • Squad types: Squads derive their type from what the majority of the squad's capacity is used by. You have several unit archetypes. Heavy Infantry, Heavy Cavalry, Light Infantry, Light Cavalry, Archery, Firearms, Magicians, Support, and Dragons.
  • "God abilities": You will eventually learn god abilities which the player can use whenever that ability's mana is charged up. These are special skills you can use to influence the battle independent of what your squads are doing. These abilities include teleporting squads, refreshing their turns, making a squad nearly invincible, dropping meteors on enemies, and more.
Media

Cinematic Trailer:

Class Showcase:


Screenshots
SoW_Combat_Movement.gif
SoW_Army_Management.gif

ss_67c412c85671f5893dfd927bf8e6b8d1fe8e3c4c.1920x1080.jpg
ss_27b3e0c1cf387dd886bbfceea44672914a36fef1.1920x1080.jpg
ss_03d1c0979fd182b2b1f0c1aad89bab74bf64be57.1920x1080.jpg
ss_a84aa5a05abc5bcb1c2351926f3449066f253b22.1920x1080.jpg

ss_7958f795187d84f5a011649516cb28504275ac15.1920x1080.jpg

Demo

TBA. We will be participating in Steam Next Fest from 2/21 through 2/28, as well as the RPGMaker event coming up soon. I'm not sure if the Demo will be playable, but I hope so. Will be announcing live stream / demo events on Discord and social media.

Click here to join our Community Discord for Dev updates and announcements
Click here to check out our Twitter page
 
Last edited:

alice_gristle

Veteran
Veteran
Joined
Jul 2, 2019
Messages
775
Reaction score
1,428
First Language
English
Primarily Uses
RMMV
Wow, looks super good, sweetie! :kaoswt2: A bit overwhelming, actually! I hope managing all dis ain't gonna feel like a micromanaging hell, 'cuz if not, you have my money! :kaoluv:
 

FarOutFighter

Veteran
Veteran
Joined
Sep 20, 2021
Messages
258
Reaction score
128
First Language
English
Primarily Uses
RMMZ
I saw tactical RPG and clicked. Looks awesome!!! I want to play it!
Edit: 1 question. Is it compatible with analog controller?
 

harmonic

Veteran
Veteran
Joined
Mar 13, 2012
Messages
30
Reaction score
37
First Language
English
Primarily Uses
RMVXA
Wow, looks super good, sweetie! :kaoswt2: A bit overwhelming, actually! I hope managing all dis ain't gonna feel like a micromanaging hell, 'cuz if not, you have my money! :kaoluv:

Thank you! The micro is something we knew would give off an overwhelming vibe which is why we've designed around even the perception - classes each do one thing and just one thing and equipment and most traits are squad-based, so most of the activities one would describe as micro are for the whole squad. Hope to see you on discord!

I saw tactical RPG and clicked. Looks awesome!!! I want to play it!
Edit: 1 question. Is it compatible with analog controller?

Thank you, and you bet, there'll be a lot of work making sure the gamepad experience is smooth.
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,938
Reaction score
503
First Language
April Fools
Primarily Uses
N/A
When is a alpha demo or beta available? I'd like to see how it plays. Good job very polished.
 

harmonic

Veteran
Veteran
Joined
Mar 13, 2012
Messages
30
Reaction score
37
First Language
English
Primarily Uses
RMVXA
The Demo is now downloadable during this week for Steam Next Fest!

Just scroll down a bit to the green download button
 

rpgLord69

Veteran
Veteran
Joined
Oct 23, 2021
Messages
402
Reaction score
429
First Language
Finnish
Primarily Uses
RMMZ
Played the demo (until it crashed). I like how fluid everything flows, even though there must be a lot of plugins/extra code. Battle animations are very well done.
Looks like there are a lot of combat systems in place. I was kind of overwhelmed, because a lot of the units have multiple troop types, like a mix of melee fighters, archers and healers. And it didn't straight up tell me how much damage I'm going to inflict/receive. This seemed a lot more complex than fire emblem :D Not saying that's a bad thing.

One thing I would have liked was that if you clicked on an enemy unit you could perform a standard attack or something, now you had to every time choose attack and then standard attack (or some other choice) and then choose the enemy.

The game crashed during the first mission sometime when the enemy eastern reinforcements arrived. I was moving those two eastern units and (accidentally) clicked on some tile and the game gave some error and crashed. (Didn't take a screen shot of the error, because the game shut itself down when I clicked the mouse again.)

Also I was playing with a mouse and if you scrolled the mouse to the east edge there was some kind of "glitch" where the screen started jumping a bit.

PS. That woman giant sure is buff :D
 

BCj

Veteran
Veteran
Joined
Jun 19, 2014
Messages
1,955
Reaction score
1,206
First Language
Dutch
Primarily Uses
N/A
This was made with VX Ace? Nice. Did not know it was capable of doing so.
 

Tw0Face

Master Strategist
Veteran
Joined
Nov 12, 2018
Messages
630
Reaction score
474
First Language
German
Primarily Uses
RMVXA
This looks INSANE! I wanna play! :LZSjoy:
 

Silenity

Veteran
Veteran
Joined
Dec 17, 2013
Messages
902
Reaction score
436
First Language
English
Primarily Uses
RMMZ
11/10. Great effort put into this kings.
 

Latest Threads

Latest Posts

Latest Profile Posts

The forum stalled for a second and I thought I got banned for using 1 swear word. :kaoswt2:
Today years old when I realized I can track Last Skill ID used as a variable... natively in engine....

*sighs in reconstructing skill system*
Well, another class starts tomorrow. About 2 weeks of teaching them virtually and then they arrive on campus for about 4 weeks of in-person instruction. The next batch of Snorlax Acolytes is hopefully ready to go!
I notice that my examples are so often based on what Fallout and Skyrim did.
Yet none of my games have anything based on anything Fallout or Skyrim did.
Isn't that funny?

Forum statistics

Threads
131,748
Messages
1,222,898
Members
173,498
Latest member
hyotae
Top