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Dev Update #26 - Welcome 2021 & Community Feedback #2!

Dev Update #26 - Welcome 2021 & Community Feedback #2!

Hello there everyone,

Hope you all enjoyed some quality winter break, hiding under your blanket sipping hot cocoa like I did. In any case Tactical Adventures is back at work, ready to build features, create assets and slay more bugs! And we're not the only ones back either...

Our adorable feline friends are making a comeback too! 

What's been cooking since our Winter Update?

You probably noticed, the Winter Update was not exactly bug-free. And while nothing is ever perfectly bug-free - especially during an Early Access - let's not pretend that we were anywhere close to satisfied when we saw the amount of bugs this last update introduced. Which is why we're planning on releasing an update focused on polish next week, which will tackle most of the issues brought up by the community these last few weeks. 

The fixes should range from the most problematic ones, such as the one teleporting and locking you into a cutscene after killing ghosts in the Wizard's Tower, to more annoying ones that have been around for a long time, such as fixing some feats which just didn't work. In any case, we'll be releasing the full patch notes when the update drops as usual!

Any future content update plans in mind?

Honestly? We're not certain. As some of you already know, we've stated on our Steam Early Access FAQ that we're aiming for around 6 months of Early Access. While we can never be sure of the exact duration (otherwise we'd already have announced a release date), we don't intend to stray too far from that estimation. 

Every content update we drop has an impact on the final release of the game: we need to stabilize the build, test it, debug it and polish it before putting it on Steam, and our Winter Update was a good example of how things can sometimes go wrong when we don't allocate sufficient time for that. All of this is time invested away from completing the final game, since there's a good chance we'll be altering or breaking things again when we add or change game systems later on.

Which means we're currently balancing our options between A) solely focusing towards the finish line and get the final version of the game out so that everyone can enjoy Solasta in its entirety, with all its intended features and full campaign - or B) working out appropriate conditions and time to churn out another content update before that. And while the latter would allow us to have you try out new features and levels to keep the feedback coming on improvements and suggestions, there is always this little risk looming around the corner of impacting the final release - or worse, having to cut a feature or a level. 

That being said, it just might end up that we'll be able to release a content update around the end of Winter without having to compromise anything in our final release, but we've always been very transparent with you on the how's and why's when we make decisions. In any case, be certain that we'll keep you informed if or when we do decide to release a new content update!

Community Feedback #2 - More questions, more answers!

Alright folks, it's time to tackle them suggestions and feedback again! Get a warm blanket and a mug of hot beverage ready, this is going to be long.

Isn't Crafting a tad bit hard to understand (and kinda bugged too)? 

Indeed! As stated in some threads here and there, the Crafting System isn't fully implemented yet - which means that some recipes are bugged (asking for the wrong type of weapon for instance) and more importantly, we're missing some tooltip showing you what the crafted item is supposed to do. We'll be polishing Crafting later on, especially when we're done implementing all the magic items we intend to have in the final game. 

We're also considering relaxing Crafting requirements as well, as we understand it feels kind of bad when you select Herbalism Kit proficiency but then realize that you can't craft Potions of healing because you can't cast Cure Light Wounds. Although that is the official tabletop rule it is no secret that crafting hasn't been very well developed yet in the 5th edition.

Would it be possible to highlight the Active Character a bit more during combat?

So we did notice that quite a few people had issues following whose turn it was during combat, which could become quite confusing when so many units are in play (and not necessarily close to each other). We're already added a "Enemy Turn" overlay in our Winter Update, but we do plan on making some other improvements for visual clarity in battles.

Would it be possible to automatically refill quivers at the end of the fight (provided you have ammunition in your backpack)?

That would be pretty great! However while this seems like one of these "quick fixes", it is actually not that trivial. Making changes related to the inventory system is always a big risk, as there's so many things that can go wrong - and are not always easy to detect! One recent example with the Winter Patch was for instance being able to duplicate armors if you used double click to equip them (why only armors, eeeeh...). It's something we might try to add if we have the time - and while the coding itself might not take long, the testing resulting from that change will take much more time.

Would it be possible to use Dialog-related features (such as Golden Speech) during Cutscenes instead of having to pre-emptively doing so before talking to NPCs?

This is already in our (very long) internal Improvement List! Ideally we would indeed want players to be able to use those features when the dialog checks come up, as it can be frustrating to have to guess whether or not you should use your powers before talking to an NPC. 

Would it be possible to make passive Arcana Checks to recognize a spell before using Counterspell?

Yes! That is a fairly popular homebrew a lot of DMs are using, and we are indeed working on implementing this as we feel it rewards putting points in Arcana. Enemy's spell names will be hidden unless the party succeeds an Arcana check to recognize it, and we're considering adding modifiers depending on if it's a spell that one of the party members knows for instance. 

Is it possible to identify all magic arrows / potions at once provided they are the same?

Yes, this is something that should be already done on our side, so you will see it in the final game. With this change, casting identify on a +1 Arrow will identify every +1 Arrows in the character's inventory - same with potions, identifying a Potion of Healing will identify every Potion of Healing in the character's inventory. Note that you will still have to identify different potions separately, in the example above identifying a Potion of Healing won't identify a Potion of Giant Strength if you have one in your inventory. 

Can you add an On / Off trigger for Paladin's Smite popup? 

At the start of the project we had to make a choice between the Reaction pop-up (which is what we currently have in-game), or a toggle option (similar to what Baldur's Gate 3 has) which would automatically trigger the action if toggled on. Transitioning now to a hybrid system is something that is both very costly and very risky, as we would need to break down the entire Reaction system to build it back up with both the toggle and the pop-up systems working together. While we understand the reasons for wanting such a thing (clicking No on smite whenever you strike a lowly goblin can get tiring pretty fast), this is something we can only consider when we have more time at hand. 

Can you add an option to speed up time during battles?

This is actually an option we already have in debug mode, so yes it's absolutely planned. Now you might be wondering why we haven't added it to the game if it's already in debug mode - and the simple answer is because speeding up time can cause quite a few nasty bugs. Which is not a big issue when we're using it internally, but ideally we'd like to avoid releasing a bugged feature if we can.

Aren't random encounters on the World Map a bit too easy? It feels like free XP...

As stated before we'll be taking a closer look at balancing before the release of the final game, once we've implemented difficulty settings. Right now there are a fair amount of encounters that are too easy (such as the lone Minotaur next to the monastery) or too hard (such as Mardracht and his crownies) if we wanted to be consistent with difficulty, so don't worry we're aware of it.

Is the Fly spell not working? 

It works, but we've noticed a lot of players weren't aware of how to use Planar Mode to be able to properly move their character in 3D. We're thinking about highlighting the Planar Mode button whenever the player casts a spell like Fly or Levitate so that it's more obvious. For those who might be wondering, Planar Mode can be toggled on and off by clicking the button on the bottom right, which looks like 3 sheets of paper on top of each other (layers) located inside the compass - it allows you to select the elevation for your movement by using the Mouse Scroll Wheel. Otherwise, you can also do that by pressing Shift while using the scroll wheel 

Here is what the button looks like, in the middle of the compass

Ready Action does not allow you to choose which Cantrip to ready up...

Our Ready Action button is using a very simplistic version of the tabletop ready action, and we actually have a more complex design that we'd like to implement in the long run. We can't say for sure how it will look like or work right now (since it will depend on the time we have to work on this feature), but we do plan on allowing you to choose which cantrip to ready up in the future.

Can we have the Tabletop Rules for carrying capacity?

We do plan on adding an option to allow players to choose between the Carrying Capacity Variant (Solasta), the Tabletop Rule (15x Strength Score) or simply disabling the system (carry as much as you want). 

Will we eventually be able to stop / turn back during World Map travels? 

It's a request we've seen a lot, and it's a fairly logical one at that, so we do intend to work on implementing it. Also a bit different but in the same category as World Map, we plan on adding the "I" key as shortcut for the Inventory (for some reason it wasn't added on the World Map). 

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.

Read our previous articles here:

Article by Tactical Myzzrym

6 January 2021
Winter Update, Community Stream & GOG Release!

Winter Update, Community Stream & GOG Release!

Hello there you beautiful people,

For those of you who have been following us on Social Media, you already know what we're going to be talking about. For the others... be ready to be showered with information! But before that, you know what time it is.

They love to play around with clothings in winter, I guess cats get cold too

One Winter Update, coming right up - December 14th

Bet you didn't see that one coming, did you! Honestly I wouldn't blame you, I just looked it up and yea it turns out Winter officially begins on December 21st, so technically it should be called "End of Autumn Update" - but then we'd kind of ruin the surprise, and no one likes that.

So yea, you get to enjoy some more Solasta right before Christmas, with all the new content and changes announced in the previous article. We'll be following community feedback closely after the update goes live, and roll out hotfixes in the following days in case anything goes wrong. Hopefully that won't happen, but you know how game development goes - hope for the best, plan for the worse. After that, most of the team will be taking a much needed break so communications will slow down a little, but worry not we'll be back in full force early January!

Note that your party won't be able to go above level 6 for now, which should be around the level you reach once you complete the new questline of the Winter Update. Save files should be compatible, but as always with Early Access we strongly suggest you start a fresh new adventure to avoid any potential issues! 

Full Patch Notes will be released on the day of the Update, and the list will be massive!

Community Stream with the Team - December 15th 

To celebrate the Winter Update, we'll be streaming live on Twitch and Steam on December 15th, starting at 8:00 am PST / 11:00 am EST / 5:00 pm CET. Join the Tactical Adventures crew as we discuss the content of this new update, this time with additional members:

  • Mathieu, Creative Director and CEO
  • Xavier, Gameplay and Narrative Director
  • Karim, Lead Programmer
  • Eleonore, Producer
  • Pierre, Marketing Director
  • Emile, Community Lead (that's me!)

We'll be taking questions from the chat, so don't be shy and ask away!

Solasta x GOG - Release on December 14th

You've been asking for it ever since our Kickstarter Campaign, it's finally here! Solasta is coming to GOG on December 14th with the Winter Update!

Make sure you don't miss the release by hitting the notification button

Also if you are a Kickstarter Backer, we've got you covered. Soon after the release on December 14th, you should receive a GOG Key of Solasta Supporter Edition through CrowdOx - just like you did for Steam. It might take up to 24h, so don't worry if you don't see it immediately.

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

9 December 2020
Solasta Early Access available NOW on Steam!

Solasta Early Access available NOW on Steam!

That's it folks,

We've finally made it to Steam Early Access! It's hard to imagine that it's been barely a year since the end of our Kickstarter Campaign, isn't it? The game has changed so much since the first Demo we released that it feels like an eternity. I even begin to tell you how happy we are to finally be able to not only show, but even put the game in your hands at last. Alright let's cut this intro short - apologies but no feline friends for this time!

Get Solasta Early Access on Steam now!

This one is for everyone who missed our Kickstarter and repeatedly asked us if we could have a late backer option - you can now buy the game on Steam! We're celebrating the release with a -15% launch Discount for the week, and will appear in the very relevant upcoming Steam Festival - The Digital Tabletop Fest

If you're not familiar with Early Access, getting the game on Steam now will also give you the final game at launch (you won't need to buy it twice) - however keep in mind that save files will likely not be compatible. 

Also... You played and enjoyed Solasta? Help us out by leaving an honest review on Steam! The gods of Steam Algorithms are finicky, and the more reviews we have the better off we'll be!

Early Access Launch Trailer is out!

New monsters? New environments? New spells? LORE? To celebrate our Early Access Launch, here is a brand new trailer for everyone to enjoy! 

Solasta Supporter Pack DLC

Kickstarter Backers, make sure to redeem your Supporter Pack Key to enjoy some high resolution Concept Art of Solasta (as well as some Digital Dice Customization when 1.0 releases). For the others, if you love Solasta so much that you want to further support the studio after buying the game, head to the DLC Page!

Share your Feedback & Suggestions!

A large part of Early Access is about you - our community - and how you can help us shape the game into what you really want Solasta to be. As such, we ask you not to be shy - if there are bugs you'd like to see squashed, features you'd like to get implemented or tweaks you'd like to see added, come and tell us! Our Official Forums are here for that.

Article by Tactical Myzzrym

20 October 2020
Solasta - Streaming / Let's Play Policy

Solasta - Streaming / Let's Play Policy

Hello there folks!

This article is for content creators who might be wondering about our stance when it comes to streaming / monetizing videos about Solasta. In order to avoid having to answer individually every time, here is where we stand on this topic:

You are, of course, more than welcome to stream or create Let's Play type of videos of Solasta: Crown of the Magister - and to monetize them if you want. You're also welcome to use our music as part of such content.

In legalese: Tactical Adventures Games permits you to create free or ad-supported videos (including Let's Plays, speed runs, reviews, commentary, and so on) using captured or streamed video from Tactical Adventures' video games. You do not need to request written permission to create such content.

Additional written permission from Tactical Adventures is required for any use of our art, music, and audio content outside of captured in-game footage - please e-mail contact@tactical-adventures.com with any such requests.

Credits: Should you decide to post videos containing Tactical Adventures content, we request that you provide a functional link to the product page for the version of the game used in the making of said content. For instance:

Music: You are free to use our music as part of live streams about our games, or videos about our games. You may also use it as background music for unmonetized videos such as role-playing sessions or streams, provided you give proper credit in the video description. If you wish to use it for other reasons that are not covered by this policy, we request that you contact us.

Please note we reserve the right to update this policy without notice or liability. If you have further questions about this policy, please contact contact@tactical-adventures.com

And with that said... A big thank you to every content creators out there! It always warms our heart to see videos about our games. 



18 October 2020
Dev Update #22 - Less than 2 weeks before Early Access

Dev Update #22 - Less than 2 weeks before Early Access

Hey there folks,

As we're in our last sprint towards Early Access release, today's Dev Update is going to be much lighter than usual! Still, do keep reading as there is plenty of information you may want to have for our release day. And of course, cat pic! 

Hope you saved your work, cat splat incoming

Dice for the Dice Gods!

Just dropping it again if case you missed it last week, the Dice Preview video is here and you should definitely watch it if you haven't already! Don't worry this one is short compared to the previous ones: In and out, 3-minute adventure. 

Solasta Early Access Previews available!

Since the beginning of this week, we've been showing bits and pieces of our Early Access to journalists and game websites - so keep an eye out for new information about our game that was never revealed yet! Here are two articles that are already out:

Steam Autumn Game Festival

We're back with the Ruins of Telema Demo for one final time during the Steam Autumn Game Festival. If you haven't already, make sure you play Telema before it gets forever retired when our Early Access goes live. It's almost time to say goodbye to Violet, Garrad, Vigdis and Rhuad! Farewell heroes, Hector shall probably never be saved.

I can't believe it's already been more than a year since this demo was released. Hopefully we shall go back to Telema one day!

Backers, be prepared!

As we announced in our latest Kickstarter Update, we will be sending Early Access Steam Keys towards end of next week. Here is all the important information:

  • We will post a new Kickstarter Update after sending the keys, so you won't have to wonder if you missed something or not.
  • The game will unlock on Tuesday October 20th at 2 am PDT / 5 am EDT / 11 am CEST - the hour may yet change. 
  • The Steam Keys will be sent by mail through CrowdOx, so make sure to check your junk folder if you can't find anything after we post our Kickstarter Update next week!
    • If you didn't receive any mail, you can also find your key on your CrowdOx Survey URL, which was sent to you last year in November ("Pledge Confirmation")
    • Forgot what your URL was? You can get it back here: https://app.crowdox.com/retrieve/tacticaladventures/solasta-crown-of-the-magister 
    • Tried it already but it's not working out? Contact us directly at contact@tactical-adventures.com with your Kickstarter Name, Real Name, Kickstarter Email and Pledge Level (note that due to being busy with release, it may take some time for us to answer - so only use that mail as last recourse)

Supporter Pack - Unlocked for free to all Kickstarter Backers!

As with many other Steam games, Solasta will be sporting a Supporter Pack when Early Access releases for those who want to further support us financially. This package will contain a few goodies: a high resolution concept art pack, with some additional dice customization and dice VFX available when the full 1.0 version launches. Reminder that buying this pack is first and foremost to show support for the game and the studio, the goodies are absolutely non-essential to get the full game experience of Solasta. 

  • If you are a Kickstarter Backer, you will automatically receive a Steam Key for the Supporter Pack around the same time you get your Solasta Early Access Key, there is no need for you to buy it again - we'd rather you leave us a review and talk to about the game online. You supported us plenty a year ago, so the goodies are on us!
  • Note that the Supporter Pack is different from the Kickstarter Edition, which remains exclusive to Kickstarter Backers at Tier $40+. The Kickstarter Edition bonus content will be unlocked when the full 1.0 version launches in 2021. 

Our environment concept art make for great wallpapers and can easily be used in your pen and paper sessions

Need some inspiration for your character's new magic weapon? Our Solastan weapons are available in high resolution as well!

That's it for today! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Read our previous articles here:

Article by Tactical Myzzrym

8 October 2020
See All News

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: