Hex Grid

Star Journey Tactics

Star Journey Tactics is a space combat, turn-based-tactics game. This is a game I've been developing as a prototype. It's nowhere near finished, but I've gotten it to a point where I actually have fun playing it, so I'm posting it for anyone else who wants to play and give feedback. A lot more to come.

Turn-Based · Turn-Based Tactics · Singleplayer

Reiver

Version 0.80 (Open Beta) BETA-Test is live for Reiver! Please give me feedback, report bugs, and let me know how we can improve this game! Reiver is a grim dark-fantasy horror hex crawl about desperate people crossing a dying land beneath the shadow of the Pale Spire. Gather a company of thieves, deserters, pilgrims, hedge-wizards, mercenaries, vagabonds and other doomed souls, then push into the wilderness in search of relics, coin, answers—and a way to survive what waits at the center of the Marches. Every journey costs time and supplies. Every road can turn bad. Every night spent in the wild gives the dark another chance to find you. The world is full of ash wastes, drowned bogs, dead forests, forgotten barrows, ruined temples and isolated hamlets struggling to endure. Hunt and forage when you can. Pray at strange shrines. Recruit henchmen. Scavenge equipment. Take dangerous jobs. Decide when to fight, when to flee, and when whatever you found is valuable enough to risk bringing home. Combat is fast, brutal and unforgiving. Wolves, brigands and restless dead are only the beginning. The farther you travel, the stranger the world becomes: faceless pilgrims, impossible geometry, things beneath black water, and creatures that seem less like animals than mistakes in reality. Above it all stands the Pale Spire. And sooner or later, your company will have to climb. Reiver features: Old-school, rules-light party-based RPG gameplay Open-ended hex-crawl exploration Dangerous wilderness travel and resource management Hirelings, henchmen and expendable adventurers Dark fantasy equipment, relics and trophies Barrows, ruins, shrines, settlements and hidden sites Brutal turn-based combat where retreat is often the smart choice A rising sense of Doom as the world grows increasingly unnatural Lovecraftian horror without abandoning its filthy medieval fantasy roots A seven-floor final descent into madness through the Pale Spire You are not heroes. You are Reivers. Take what you can. Learn what you shouldn't. Survive long enough to regret it. Like the art? Every hex tile, enemy, portrait and illustration in Reiver is available as an asset pack for your own games: https://simianspark.itch.io/hex-crawl-dark-fantasy Rules: Reiver is built on Knave (first edition) by Ben Milton, used under the Creative Commons Attribution 4.0 license (https://creativecommons.org/licenses/by/4.0/). We adapted the rules for a video game and added systems of our own, including the hex map, Renown, the events and the Pale Spire. Reiver is not affiliated with or endorsed by Ben Milton or Questing Beast. Get Knave from Ben Milton: https://questingbeast.itch.io/knave

Hex Grid · Adventure · RPG

Scraps

Place hex tiles and connect matching colours to score. Level a colour to earn a merge powerup. Nothing clears — the run ends when nothing fits.

Puzzle · Logic · Falling Blocks

Unicorn Sugarworld: Rainbow Tiles

Unicorns, as everyone knows, are powerful creatures able to use their horn as a wand to cast spells of any colour of magic. In this first installment of Unicorn Sugarworld, you play as Athena, an apprentice sugarwright under the tutelage of the esteemed Master Praline. The Assembly has ordered various patterns to be assembled for an upcoming ball. Each room is a future dance floor of nineteen raw pink tiles. You will manipulate the Red, Green and Blue channels to meet their expectations. To do this, click one of your three spells, then the tile you want it to change. Arrows tell you whether that tile wants more of a colour or less. Set fifteen of the nineteen before your rounds run out and the Assembly accepts the floor; set all nineteen and Praline examines it twice and finds nothing to say. Every tile you set earns sugar, and between rooms you spend it at Praline’s bench. You can buy spells that reach further — a ring strikes the six tiles around your target and spares the target itself, an egg hits the heart at full strength and the ring at half. You can also buy the same spell at a higher level, but beware of overshooting the mark. When a hand has nothing useful in it, sweep discards all three for a fresh set, at a cost that climbs the more you lean on it. Undo takes back your last cast, three times per room. Both cost you a round. Seven rooms take you around the colour wheel, from the Ember Room to the Violet Hall. The early ones lean on a single channel; the later ones make you hold two colours high at once. Athena’s adventure continues in Unicorn Sugarworld: Sugarwind.

Puzzle · Hex Grid · Cozy