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Primal Calling DLC coming November 4th! Barbarians & Druids rejoice!

Primal Calling DLC coming November 4th! Barbarians & Druids rejoice!

Alright people,

It is finally time to reveal the date of our upcoming DLC. Barbarian, Druid & Half-Orc enthusiasts around the world rejoice - in two weeks, you'll be able to roam free in Solasta with a squad full of them and lay down some savagery upon them Sorraks! 

That being said, not even news that exciting will deprive you of your scheduled dose of fluff

Solasta turns 1 year old Today!

Exactly one year ago, Solasta went live on Steam Early Access. The campaign would take you up to the end of Dark Castle, we still had our homebrew lighting system and thousands of adventurers died on a daily basis against the tutorial Greyback Wolf. There are plenty of fun tidbits we can share from that time, here are a few for old times' sake:

  • Soraks would shove you without question into instant game-over pits in the caves of Caer Lem - as there were no "floor" back then in the fragmented ruins room. Much salt was spilled over monsters using "cheap" tactics by doing that.
  • The tutorial Greyback Wolf had by far the highest killcount of any monster, due to the fact that we did not highlight the disengage option back then. And since many new players don't read tutorial pop-ups, they would try to fight back and get mauled to death.
  • The Crown Room fight was hard. Very hard. Even experienced 5e players would often struggle if RNG were not in their favor - and remember we had no difficulty options back then.
  • Flying Snakes in Caer Lem would deal 3d4+1 poison, so they could easily one shot your spellcasters. Newer players could easily get slaughtered there.

If you're interested, let us know in the comments and we'll share more anecdotes in the future as we go through the various major Early Access updates and what they brought to the game.

Primal Calling DLC available on November 4th

For those of you who've not been around Solasta for the last few weeks, here is what you can expect from the Primal Calling DLC:

  • The Barbarian Class, with its 3 subclasses: Path of the Berzerker (SRD), Path of the Magebane (Solasta), Path of Stone (Community)
  • The Druid Class, with its 3 subclasses: Circle of the Land (SRD), Circle of Kindred Spirit (Solasta), Circle of Winds (Community)
  • The Half-Orc Ancestry
  • The Wanderer Background, with its brand new background quest located in Copparan

What's this "Community" Tag you may ask? Well, both Druid & Barbarian were part of the Wishing Well Event where everyone could submit their own archetype that they'd like to see implemented in-game. We then sorted through all those wonderful ideas and created Community subclasses from them!

Free Content Update Incoming!

Adventuring hasn't been kind to you lately and you don't got no gold to buy them goods? Worry not, we've got you covered. With the Primal Calling DLC also comes a fat content update - and everyone gets it for free! Aside from the usual bug fixes, here are some of the large changes or additions you can look forward to:

  • You can finally skip the tutorial. Dry your tears of joy, serial rerollers, it's time to jump straight into the adventure.
  • Max level 10? How about max level 12, how does that sound? With them level 6 spells and all.
  • Our characters' faces may not be the prettiest around, but you'll now be able to add scars and face paints. Some more customization can't hurt!
  • Was the final encounter of the campaign a little too easy? We made it harder for you.
  • The Campaign Creator is here. What is the Campaign Creator? A new feature that allows you to bundle custom dungeons together, create custom monsters, items, NPCs and merchants. It's still in development though, so not every parameter can be tweaked yet.
  • The Dungeon Maker now has a Town Interior & Exterior environment! Custom campaigns can now have main hubs where your party can safely rest, trade, and chat with NPCs in-between dungeons!

Skip Intro can be found right under the Difficulty Setting

Facial paint and scars are now on the menu

Campaign Creator - Make your campaign, customize your world!

Town Exterior Environment - Make your own little town, with merchants and gardens!

Town Interior Environment - Time to relax in a cozy little tavern

Alright folks, this is the end for today! See you on November 4th for the Update, keep warm until then! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym

20 October 2021
Sorcerer Update Patch Notes

Sorcerer Update Patch Notes

Important Information! 

  • Added Russian & Brazilian Portuguese localization
  • Please make sure to remove / deactivate all your mods! Large updates will often conflict with existing mods, so mods may very well break the game if you don't deactivate them - leading to frequent crashes and / or other issues.
  • This also means loading a save of a run where you had mods enabled will probably break. 
  • If you run into a bug, a list of known issues is available at the bottom of the Patch Notes

Class & Gameplay 

  • Added Ironman Mode to the difficulty setting. Ironman Mode can only be selected when you start a new campaign, and can't be turned off - you only get a single save file, and it gets deleted on a game over!
  • Added the Sorcerer Class to the Character Creator (Draconic Bloodline, Mana Painter, Child of the Rift)
  • Sorcerers have access to additional facial customizations, currently unavailable for other classes (but we're looking into it for the future!)
  • Rangers can now replace one known spell when they level up
  • Fixed Rangers sometimes not getting the correct favored enemy / terrain they selected at level 6
  • Fixed Champion Fighter's 2nd fighting style overwriting the 1st at level 10
  • Fixed Rogue missing their ASI at level 10
  • Fixed not being able to level up as a wizard if you already knew all the spells available
  • Fixed Fighters not being able to dash twice with Action Surge
  • Fixed Paladins starting with javelins equipped instead of their longsword
  • Fixed dwarves getting slowed by wearing heavy armor when their strength is below requirement
  • Fixed Creed of Arun sharing the same text with Ambidextrous

Spells & Magic

  • Spells can now be upcasted even if they don't scale. This option only appears when you're out of spell slots for that specific spell level
  • Added Dominate Beast Spell (level 4)
  • High CR Soraks can no longer be affected by Calm Emotion
  • Fixed Aid not being dispelled when traveling on the World Map
  • Fixed Aid sometimes making you lose health (wut?)
  • Fixed Heroism Spell not displaying the correct values in the tooltip
  • Fixed Heroism not working as it should
  • Fixed Pass without Trace granting +20 instead of +10 on Stealth Checks, effectively rendering all enemies blind outside combat
  • Detect Magic now keeps detecting magic as long as you concentrate on the spell. As opposed to, you know, only working when cast and then sit there pretending to be important, eating your concentration and sleeping on your couch.
  • Fixed Bane not working as it should
  • Fixed Slow granting a bonus to dex saving throws instead of a penalty… yeaaaaa…...
  • Fixed Grease & Protection from Energy scaling with higher level spellslots since they are not supposed to

Items & Equipment

  • Disabled auto-equip! Your party will no longer sneakily equip this random unidentified magical item lying on the ground. Most wise!
  • Fixed an issue where the party chest would become unusable. Simply leave and re-enter Caer Cyflen to fix it.
  • Fixed Tome of Understanding not being usable
  • Fixed Potions using your concentration, that's not how it's supposed to work!
  • Fixed an exploit where you could drop attuned items in chests while keeping the magic item's bonus… you sly dogs… Magic items now lose attunement when dropped in a container
  • Fixed Staff of Metis not recharging at dawn
  • Staff of Metis is now blue like it was originally intended to be, and now has a teensy bit of VFX as well!
  • Fixed Primed Chain Shirt not being available in the Arcaneum Shop
  • Fixed being able to drink Spider Venom as if it were a health potion. Weirdos.
  • Fixed spells with multiple options (Eyebite, Fire Wall…) not working correctly when cast using scrolls or magic items
  • Opening readable items should now correctly focus on the beginning instead of the end of the text. Because that's how you're supposed to read letters
  • Fixed the Book of All Things' tooltip
  • Fixed Encumbrance sometimes being wonky when splitting stack of items
  • Fixed some scrolls not having the right icons
  • Fixed being able to scribe a scroll and use magic items while being on a shop screen, which is fairly rude to the merchant (and also caused quite a few issues)
  • Fixed Greataxe of Sharpness dealing 1d8 extra lightning damage
  • Fixed some magic weapons giving double the bonus they were supposed to give
  • Fixed Cog of Cohh again. Wishing him a pleasant trip to Eorzea!

Quests & Story

  • Fixed being able to interact with the gem under the dragon if you had enough stealth in the Conjuration Main Quest, blocking progression as it teleported you before getting crucial information. If you had that bug, you must load a save before the event specified here to unblock yourself.
  • Fixed Brok not being where Brok should be when party brings Axe to Brok. Brok apologizes, Brok got distracted.
  • Brok and Kebra will no longer follow you if you leave the volcano right after freeing Brok
  • The rotating bridge in the caves of Caer Lem now resets each time you enter the caves to avoid blocking a portion of the level. Who resets it? Uuuuhhhh I guess Soraks?
  • Fixed a rare issue where Master Dackin would decide to take some vacations, and thus prevent the party from playing the Academic Background Quest
  • Fixed Master Dackin being in two places at once after you complete the Academic Background Quest. It's simple. We kill the doppelganger.
  • Fixed being unable to complete the Lowlife Background Quest if you cast Knock on the chest. Magic is cheating!
  • Fixed Nel becoming very confused in the Lowlife Background Quest if your entire party attempted to open the chest repeatedly.
  • Reworked a couple of cutscenes, notably fixing a couple of camera shots that used to show you walls instead of your party (it's art, you wouldn't understand it)
  • Fixed some quest markers not pointing to the right place (damn NPCs are so unclear with their directions)
  • Fixed the Legendary Quest completing before the end of the fight. Don't count your chickens before they hatch, folks.
  • Maddy can no longer raise your faction points above 14 when you greet her, no matter how polite you are
  • You can now leave the Legendary Quest location instead of being forced to finish it once you arrive to the temple
  • Fixed a bug where a party member could get stuck after a cutscene in the Lawkeeper Background Quest
  • Fixed a quest item sometimes not being interactable in the Goblin Culture side quest
  • Fixed the Spider Queen sometimes appearing as both dead and alive after loading a save (Schrodinger's Spider, much scarier than his cat)
  • Fixed a very rare bug where your crown could disappear if the wearer was over encumbered at a very specific moment in the game

Monsters & Combat

  • Fixed Bonus Action spells incorrectly using a Main Action when cast to start a fight (often seen with Hunter's Mark)
  • Fixed an issue with Minotaurs being stuck in their charge animation sometimes
  • Fixed death fall animation on elementals
  • A dying character will no longer roll -1 on their death saving throw when receiving damage. Negative values on a D20 are not a thing (yet)
  • Fixed a couple of combat animations that were looking weird
  • Fixed a rare freeze when multiple groups of creatures would try to start combat at the same time. Everyone, get in here!
  • Fixed a rare bug where you could break the game by killing the last enemy in a fight with Spiritual Weapon or Flaming Sphere right before a cutscene triggers
  • Fixed one poor Fire Elemental being stuck in a particular fight in Lava Forest
  • Fixed some monsters not correctly looping their idle animation in the bestiary

Exploration & Misc.

  • Characters with very low Constitution modifier will no longer lose HP when doing a short rest (minimum healing is still 0 though, as per RAW)
  • Fixed not being to fly over small gaps in some locations such as inside the Tirmarian Tower (Caer Lem). If you find other places where this happens, send us a screenshot and tell us where that is!
  • Fixed a potential crash when entering / leaving / re-entering Earcorn location
  • Party members would sometime say the same thing at the same time when clicking an interactable item while exploring. This should now be fixed.
  • Relaxed camera restrictions in planar mode when mouse pointer is above non traversable terrain (like death pits or outside playable area)
  • Fixed a rare bug where the Victory text would stay in the middle of the screen after combat. Because it's a little hard to play like that.
  • Added Environmental VFX in many locations
  • Added missing audio in a couple of places
  • Fixed large squares showing up when targeting Lava Bulbs
  • Fixed some lighting issues in a couple of locations
  • Fixed a couple of clipping issues with hair & armor
  • Fixed some doors not being openable even though they were highlighted when pressing ALT
  • Fixed some doors appearing as locked on the blueprint map even after being opened

Dungeon Maker

  • Added 2 campaigns made by Tactical Adventures (Dun Cuin & Caer Falcarn) to the Dungeon Maker folder for new players & modders. Note that if you delete them, they are also available in the Steam Workshop if you want to re-download them at a later date. 
  • Added the Sewer Environment to the Dungeon Maker
  • Added the Woodland Environment to the Dungeon Maker
  • Added the Catacomb Environment to the Dungeon Maker
  • Added several new visual mood options to in the Dungeon Maker
  • Added the Brimstone Viper (M), the Windsnake (M) and the Earth Elemental (L) in Dungeon Maker monster spawners
  • Added a ton of magic weapons & armors in the dungeon maker item list (chest)
  • Traps in the Dungeon Maker should now have VFX
  • Zealots now correctly appear in the Large Monster Spawner instead of the Medium Monster Spawner in the Dungeon Maker
  • Fixed name filter not working correctly in the Dungeon Maker chests & monster spawners
  • Fixed an issue that would corrupt characters when exported at the end of a Dungeon Maker map when they would be attuned to magic items or have an active magical effect on a worn item (like Light)
  • Fixed being unable to upload a Dungeon Maker Map if you already uploaded it and deleted it from the Steam Workshop previously
  • Added Mod.io support for non-Steam versions of Solasta

And for those who didn't get to see it yet, check out our Dungeon Maker Trailer! More features to come :)

Known Issues

  • Opening your inventory via the spell "Identify", then opening another tab (spells, skills...) and then coming back to inventory will prevent clicking on the items to identify (but why would you do that?). Simply cancel the spell and cast it again if that happens to you. 
  • Hector, the pre-made Sorcerer, somehow knows Guiding Bolt twice (one for each hand). Unfortunately since Guiding Bolt is outside of regular Sorcerers' jurisdiction, you won't be able to unlearn it either. We'll be fixing that soon, but know that if you do decide to start an adventure with this version of Hector, he'll have two Guiding Bolts until the end (as we can't change the spell list of characters that are already in an adventure). Still, you can love him nonetheless.
  • We uh... we broke the spell Protection from Energy. Just don't use it, it's not going to do anything when cast. Sorry, we'll be working on fixing it asap. 
  • We have noted an issue that can happen while in combat - some attack buttons may sometimes disappear at random during combat. When that happens, you may become unable to load save files (it will give you "data corruption" error), but re-starting the game will fix that (your saves aren't actually corrupted, the message is just wrong)We are already working on a fix that should be available in the upcoming days. 

Article by Tactical Myzzrym

13 July 2021
Solasta 1.0 Full Launch - We're finally there people!

Solasta 1.0 Full Launch - We're finally there people!

Hey there folks,

This is it. A little more than a year and a half after our Kickstarter and 7 months of Early Access, we're finally there - Solasta 1.0 is now available on PC. Now the only question that remains is... Are you ready?

We wouldn't be there today without our feline moral support squad

Solasta 1.0 - Available now!

Solasta is finally 100% content complete and ready to be enjoyed by everyone out there. You will be able to play the entire main campaign as well as experience all the sidequests we've prepared for you!

Here is what you can expect from Solasta 1.0:

  • A full epic campaign that will take you from level 1 to 10
  • A large amount of sidequests to enrich and gear up your party
  • Several new and exotic environments filled with dangerous monsters
  • A full orchestral upgrade of Solasta's Original Soundtrack
  • Many improvements requested by the community
  • Less bugs, more stability, better performance
  • A sizeable update to the Dungeon Maker (still in beta) with 3 completely new environments, new monsters and new gadgets that we'll go into more details below

The 1.0 version is compatible with saves from the March Spring Update, however we do recommend to start fresh to ensure you get the final launch experience of Solasta!

Get Solasta in your favorite store!

Solasta is now out, and available on multiple different platforms. Choose your favorite!

Dungeon Maker Update - Stronghold, Lava Caves & Elven Palace

With the 1.0 launch of Solasta, the Dungeon Maker has also received a significant update! Stronghold, Lava Caves and Elven Palace will now join the sides of Necropolis, increasing the number of available environments in the Dungeon Maker to four! Each environment has very different visuals, mood and props available, making them unique in their own right. Just take a look below!

Stronghold - Library

Lava Caves - Mine Tunnel

Elven Palace - Dining Hall

We have also added quite a few new features, such as inner walls to break existing rooms into smaller rooms, activator gadgets to remotely trigger other gadgets such as doors or monster spawns, a key / lock system to allow doors and chests to be opened with specific items, huge and gargantuan monster spawners...

If you want to learn more about all of that, just head to the Dungeon Maker Guide!

Solasta Orchestral Soundtrack up for grabs!

Loved the music? The Original Solasta Soundtrack composed Maxime Hervé, containing 23 tracks (MP3/FLAC) from the game, is now available both on Steam and other platforms!

For you collectors out there, our audio partner G4F Records are also going to open pre-orders for the Solasta Vinyl on their website: https://www.g4f-records.com/en/shop/

Kickstarter Backers - How to access your Rewards?

Alright, you've got some free time, drinks and snacks at hand - how do you make sure you have your in-game rewards once your start your campaign?

Q: I didn't even receive my Steam / GOG Key of the game. Where can I find it?

A: You should have received a CrowdOx email long ago with your login information. Just log into CrowdOx and you'll be able to find all your rewards there: https://portal.crowdox.com/digital

Q: I can't find my CrowdOx email / information. What do I do now?

A: No worries! You can simply request a new mail by entering your Kickstarter email address over there: https://app.crowdox.com/retrieve/tacticaladventures/solasta-crown-of-the-magister

Q: I'm trying to add the key on Steam, but I'm getting a message saying I need the game already installed?

A: That's very likely because you're trying to install a DLC before you've installed the game. Make sure you start by adding the game key on Steam before adding the DLC keys.

Q: How do I get my in-game Kickstarter Items to appear in-game and where can I find them?

Depending on your Backer Tier, you will receive keys for the following DLCs (cumulative):

  • Kickstarter Backer Items DLC (18€+ backers): Contains the Early Bird, Dwarven Bread, Six League Boots, The One Ring & Spoon of Discord items.
  • Digital Kickstarter Content DLC (36€+ backers): Contains the Everlasting Torch item & Special VFX for the Burning Hands & Sacred Flame spells.
  • Loaded Dice Package DLC (58€+ backers): Contains the Loaded Dice item

You will need to install those DLCs first, and then go to Caer Cyflen. There will be a chest located next to the Monument of the Dead near the Legacy Council, the items will be in there. This should also work on existing saves, not just fresh runs!

Q: Some of these items are not magical / don't do anything?

A: Don't forget to identify them! If you don't have a wizard, Hugo Requer can help you (he's located in the marketplace, close to the tavern)

Q: I'm seeing two Burning Hands & two Sacred Flame icons when choosing my spells?

A: That's normal! You can choose between the Kickstarter version or the regular version of the spell. They both do the same thing, but the visuals will be different.

Q: What about the other digital rewards?

A: So, originally we wanted to have all the digital rewards at launch, but with the amount of work we had to prepare the 1.0 launch we preferred not to rush out them out. The digital rewards available at launch are:

  • The In-Game Kickstarter Items and VFX
  • The Supporter Pack Dices (if you're a backer you received a free Steam key of the Supporter DLC)
  • The Digital Orchestral Soundtrack (Steam Soundtrack, FLAC & mp3 format)

The digital rewards we'll work on releasing in the coming weeks:

  • The Solasta Digital World Map (psd & png format)
  • The Dev Documents
  • The Solasta Tabletop Sourcebook PDF

For the Solasta Tabletop Sourcebook, we will give you an update later on it with the rest of the other Kickstarter Physical Goods. Thank you for your patience!

Q: What about the physical rewards?

We'll give you an update in the coming weeks about the Kickstarter Physical Rewards (Vinyl / Adventure Box / Sourcebook). Originally we had intended for them to be sent within 3 months of the 1.0 release, but with the current COVID situation it may take a bit longer - though worry not, we're getting there (we'll release more pictures & info in the next update).


Alright folks, that's all for now! Go and enjoy the game, and thanks again for all your support. If you run into any bugs, please inform us on Steam, Discord or our forums!

27 May 2021
Solasta graduates from Early Access on May 27th!

Solasta graduates from Early Access on May 27th!

Hey there folks! We weren't lying last week when we said that you'd get to know the launch date of Solasta soon :D

Solasta is graduating from Early Access!

On May 27th 2021 after a little more than 7 months in Early Access, Solasta will finally launch its 1.0 version with all the promises made during our Kickstarter Campaign! What a ride it has been, from the small prototype made by the hands of Mathieu Girard (our CEO and Creative Director) in Summer 2018, to the core team of Tactical Adventures shaping up end of 2018, to our Kickstarter Campaign and Ruins of Telema Demo in Summer 2019, to our Early Access launch in Autumn 2020... all of this leading to full release in Spring 2021! 

And we wouldn't have made it this far without you, our community, supporting Solasta in your own ways - whether by backing us on Kickstarter, buying the game on Steam / GOG, giving feedback and reporting bugs to help us improve the game, or simply talking about Solasta to your friends! To think that our Discord server, which had less than 200 members when our Kickstarter started now has grown to 5,500 members. Our tiny subreddit with 12 subscribers is now nearing 2,000 subs. And we just passed 3,000 Steam reviews and 45,000 members on the Solasta Steam group!

We'll have more exciting news leading to the final release of Solasta: Crown of the Magister - so keep an eye out for more information! 

Frequently Asked Questions - Launch Edition

Since we've announced that our next update would be the 1.0 launch of Solasta, we've seen a lot of questions going around. Considering not everyone has been on the Solasta train since our Kickstarter Campaign, we thought it'd be best to tackle them in a little FAQ so that people know what to expect from the full release of the game!

Will I need to buy the game again if I already bought the Early Access version?

No, of course not. If you already own Solasta: Crown of the Magister, it won't vanish from your library at launch - you will simply be prompted to download an update which will upgrade your Early Access version to the full 1.0 version. 

How long is the game going to be at launch?

Originally we were aiming for around 40h in total, sidequests included - but that number will depend heavily on your playstyle and the difficulty setting of your playthrough. For instance, for those whose Early Access runs already took 30h, you may not be finishing the entire game in 40h - there is a quite a bit of content that was not included in the Early Access version to avoid spoiling the main campaign too much!

Is the level cap going to be level 10? Not level 20?

Indeed, it has always been planned that the level cap would be level 10. We've announced from the start that you wouldn't be able to go past level 10 in our first game at launch. There are quite a few reasons for that, as each additional level would require:

  • Development time to implement the new features, as well as animations, visual effects and sound effects for each class. 
  • Time and money to design, create and implement new and higher CR monsters (who also need their own animations and effects), otherwise you would just demolish any encounter at higher level.
  • Time and money to increase the length of the campaign, meaning more work for the narrative and level design teams, as well as more recordings required. 

So we always knew and said that level 10 would be the limit, given the scope of Solasta: Crown of the Magister. Which doesn't necessarily mean that the level cap will forever stay at level 10 post-launch! 

Why are certain D&D classes like Barbarian and Bard missing?

Just like with the level 10 cap, we've been clear from the beginning that the 6 classes available at launch would be the Fighter, the Rogue, the Wizard, the Cleric - and the two classes that were added through the Kickstarter Stretch Goals, the Paladin and the Ranger. There is also a 7th class that has already been announced, the Sorcerer, who will be available in a free post-launch DLC for everyone. 

As for the other classes, they may be added in future DLCs but we don't want to make any promises before the game is out. That said, trust me when I say that we want to have them in Solasta as much as you do! 

Where is the Battle Master Fighter? The Vengeance Paladin?

Remember that Wizard of the Coast only granted us a license to use the SRD 5.1, not the full D&D license - meaning that we can only use what's in the SRD 5.1. This includes the vast majority of the tabletop ruleset and most of the classes, races and spells - but only one subclass for each class. This is why you won't find certain official archetypes, feats and spells in Solasta - which we replaced by homebrew content linked to our own setting.

Will my Early Access saves be compatible with the 1.0 version?

We are doing our best to not break save compatibility, so you should be able to play the 1.0 version with your existing post Spring Update saves. 

Should I start a fresh run at launch?

Yes, we heavily suggest you start a fresh run as we will have made many changes between the current Spring Update EA version and the full 1.0 release!

How complete be the game at launch?

Solasta will be fully complete at launch! As stated before, we have always been very transparent about what would be in the final version of our game, and you can track our promises back to our Kickstarter Campaign from 2019 - so you can go back and check if you want to.

We know some people have been burnt in the past by Early Access titles that had to release in their current state because they could no longer afford to continue development, but we can assure you this is not the case here - otherwise we wouldn't make so much noise about our upcoming launch, would we! 

Can we expect further updates after that?

While we don't plan on adding more content to the campaign, we do intend to make sure to keep an eye out for bugs, balance issues or popular improvements requested by the community - we're not going to suddenly disappear. Also, because the Dungeon Maker is a recent addition to Solasta, it will still be in Beta at launch - meaning we will be doing some Dungeon Maker upgrades as well post launch.

Depending on how Solasta performs, we might also work on some paid DLCs - but we have a game to finish first before thinking about that! 

Do you plan on supporting additional languages?

We can't promise anything for now - our four languages at launch will be English, French, German and Simplified Chinese. That said, we did spot that some community members started to work on a fan translation mod in Portuguese, so you may want to check the modding section of our Discord Server if you want to know more.

Are you going to improve facial animation?

We did rework some of the mugs we had in our Character Creator, but the visuals and animation for our character faces won't change drastically. Keep in mind that we're not a story-focused RPG, but a Tactical RPG - where combat is one of our key focus, just like in the X-COM series. 

Will you release Solasta on other platforms?

Solasta: Crown of the Magister is currently available on PC, but we did plan to have a Mac version developed post-launch. We unfortunately can't commit to a Linux version - unfortunately the Linux player base is simply much too small for a port to be affordable. As for consoles... we'll have to see how it goes!

Alright folks, this is the end for today! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym

15 April 2021
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Our Team

The founder, Mathieu Girard, was co-founder of Amplitude Studios. For Tactical Adventures, he has gathered a team of experienced industry veterans, all with experience from major publishers or indie studios.

Brought together by our shared expertise and passionate about making games, we plan to remain a small studio of 15 to 20 people, efficient and focused on creating great games with powerful narratives.

We are all big fans of board games and tabletop role playing games, and the objective of Tactical Adventures is to design a unique experience on computers and consoles. Supported by experienced partners, we are a united and ambitious team.

Our Mission

Our goal is to recreate the feel of a tabletop RPG onscreen, through the faithful adaptation of rules and universes.

While computer RPGs have existed for almost 40 years, the technology has progressed, new forms of interaction have been invented, and Tactical Adventures has created some critical evolutions in computer RPG mechanics, which will bring the interactive experience as close to that of a tabletop RPG as possible.

Want to join us ?

There are no current openings, but if you are really talented at what you do and you would like to join us, feel free to contact us !


To learn more, contact us: