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Solasta Kickstarter starts September 3rd!

Solasta Kickstarter starts September 3rd!

You've heard it right, Solasta: Crown of the Magister will be hitting Kickstarter on September 3rd 2019... in a mere two weeks! 

Are you ready? Because we sure are!

If you haven't already, it's time to tell your friends - because with the Kickstarter campaigns comes the Pre-Alpha Kickstarter Demo! Available for everyone and for free, it will be available on Steam - make sure to follow the page to be notified as soon as it goes live! (Wishlist unfortunately does not inform you when a Demo goes live, only the final game)

And I can tell you, you do not want to miss this Demo - unless you really hate spiders.

Need more information? Head to our Kickstarter Info Page where we explain why we're coming to Kickstarter. Feel free to hit our Forums and our Discord Server if you have any questions beyond what's written there, and we'll glad to answer however we can! 

19 August 2019
Gen Con 2019 Recap

Gen Con 2019 Recap

Well folks, Gen Con was a blast. And not a piddly 1d6 Thunderclap kind of blast, we're talking about a fully decked out Eldritch Blast! (bonus to whoever comes up with the highest damage Eldritch Blast build)

You were many, many people to drop by to check on Solasta: Crown of the Magister - so many, in fact, that one of our only regrets was that we brought only two gaming laptops. Some of you came back every day until you could find an empty slot, others brought friends back (for which we're very thankful, spreading the word is extremely important for smaller game studios like us) - I also remember two fine gentlemen patiently waiting at the next table early in the morning of the third day while we were setting up the monitors. 

D&D Players, RPG Fans, Gamers... From young initiates to grizzled veterans, we saw that the community spanned across several generations. Best part? You were all as excited as we were playing the Pre-Alpha Demo. 

We also received the visit of several unannounced guests! One of our very first player was Nate, more widely known in the D&D community as WASD20 (I was so sleep-deprived that I almost didn't recognize him, sorry Nate). The wonderful Captain RoBear, largest D&D streamer (and Dungeon Master!) on Mixer, dropped by on Day 3 for a long session with Archimat, our Creative Director. We even had someone from Twitch Staff try out Solasta! (name kept private since he was here on his own) And last but not least, Andrew and Wade from D&D Beyond came to see us a few moments before we had to pack up for our flight.

If you want to see more pictures from the Event (and who knows, maybe a few videos?), I invite you to head to our Forum Thread where I will be posting more on Gen Con, as well as share a few anecdotes and answer any questions you may have.

To see our game finally your hands - you, the players - made us incredibly happy. To see people coming back multiple times made us incredibly happy. To see people smile as they excitingly share their experience of the Demo made us incredibly happy. To all of you, you are awesome.

And I hope you know it!
Myzzrym

7 August 2019
Gen Con 2019 & Kickstarter Info Page!

Gen Con 2019 & Kickstarter Info Page!

Hey there folks!

Only one day remaining before Gen Con 2019, and you know what that means - it's time for each and everyone to get an update about the Kickstarter Pre-Alpha Demo! Because yes, we can now officially say it - although some of you may have already guessed, the Pre-Alpha Demo will go public on Steam at the same time our Kickstarter goes live! 

When is that? Well... That I cannot reveal yet (SoonTM), but I can definitively tell you where to keep a lookout! We now have a new, dedicated Page with all the Kickstarter Info you need right hereGo and check it out, and don't forget to make sure you've signed up to our Newsletter to be among the first to know when the dates go live. 

And it comes with a neat little gameplay video!

Back to Gen Con, here is a reminder of where / when you can find us:

  • We will be located in Indiana Convention Center Hall B, close to Hall B HQ. You can find us on Gen Con's Interactive Map
  • We will be there from 9:00 am to 7:00 pm, no need to sign up you can just drop by
  • The Pre-Alpha Demo will be playable, although it still need some work & polish
  • It is free! (Aside from needing the usual Gen Con Badge to attend)

Don't be shy, drop by to say hello!

As this News goes live, we'll already be in the plane to cross the Atlantic for Indianapolis! So to all of you out there, I say good night, sleep tight, and don't let the Bedbugs bite!

Especially not these Bedbugs!

31 July 2019
Gen Con 2019 - One week left!

Gen Con 2019 - One week left!

Hey there folks,

With only one week left before Gen Con, we've been working hard on all fronts! For the Demo, we've been adding new rooms and polishing old ones - it won't be the final experience (you will have to wait a bit more for that), but you'll be able to have a pretty good idea of what you're getting into. We've also be working on some physical goodies that we'll be giving away at our booth, so be sure to drop by!

Now without further ado, let me give you a small sneak peek of the updates (but not everything, let's not spoil the surprise). If you looked at our Game Info Page before, you might have noticed about a certain room that used to look like this:

Old version of the Ruins first room

A few weeks later, this same room now looks like this:

New version of the Ruins first room

Pretty cool, isn't it! Here, I'll share one more thing with you - remember our friendly spiders that appear in our Key Art and in one of our previous articles? Grégoire, our awesome animator, has been hard at work to make them as lively as possible. Check it out! (or don't, if you're arachnophobic) 

That's it for today! As a reminder, you can find us at Gen Con from Thursday 9:00 am until Sunday 2:00 pm at Indiana Convention Center: Hall B, and the Demo Event is completely free (aside from the standard Gen Con Access Badge).

23 July 2019
Director’s Log #2 : Adapting the Ruleset

Director’s Log #2 : Adapting the Ruleset

Hey there folks! Our Creative Director & CEO is back with another article, this time going over how he handled adapting OGL / SRD5 ruleset into video games.

Hi everyone,

I've been wanting to describe the philosophy we have in adapting the OGL/SRD5 ruleset to a video game for some time now. As I already mentioned in previous posts, I have played through all 5 different editions of D&D in the past 30 years - and thus seen the evolution of the Ruleset over the years. That doesn't mean I claim to be an absolute expert though, for there are many ways to play D&D on tabletop. For instance, some DMs prefer to favor roleplaying, immersion and imagination by keeping the rules behind their DM Screen, and forgoing miniatures & battle grids for the Theater of the Mind. 

As for my friends and I, we've always been playing with a player handbook for each player, a detailed character sheet and a grid with miniatures. We love the detail and accuracy that goes into tactical combat situations (though we also try to avoid power gaming and excessive min-maxing), which is a philosophy that will be reflected in Solasta.

 D&D Night at Tactical Adventures Office

Like many of you, I've also been playing countless video games adaptations of D&D - starting with Pool of Radiance and the Gold Box series, then onto Eye of the Beholder, Baldur’s Gate, Infinity Engine sequels, Neverwinter Nights from Bioware... I've also tried out less successful attempts, and after spending some time analyzing the good and the bad I came to realize that the most successful D&D-type games usually were those which stayed the most faithful to the ruleset. This is why when I first started describing the project, I said we were adapting the video game to the SRD ruleset, rather than adapting the ruleset to the video game. It may sound like a marketing tagline, but that's what I genuinely believe.

The 1st of the Gold Box Games, Pool of Radiance is emblematic for many RPG fans 

The first thing I did was creating a way to input rules into the prototype. I am not sure if this has been revealed yet, but we are using Unity as a foundation for our game. The main reason for using this engine, other than a solid 8 years of previous experience (Endless Space...), is that it's good at making tools and editors. One of the very cool things Unity offers is ScriptableObjects, which allows you to define code templates (such as Character Class, Character Feature, Spell, Weapon Type...) and easily develop editing tools for this data - so we built a system to edit the database with all the Ruleset bricks needed to make an RPG. 

One big question remains: how far can you go in making the ruleset editable, and when do you need to hardcode stuff? It is a fairly common software architecture question: should you make a super generic code or go straight to the point? Since we wanted to quickly develop a minimal viable product (MVP), the solution was a bit in-between: all the individual Rule Assets (such as Races, Classes, Items, Features, Spells, Powers, Monsters, Conditions...) can be edited, while the core is implemented in the engine. To illustrate that with tabletop - this is the same idea as having a core ruleset with the Player’s Handbook, then adding additional content on top of it with additional books (SCAG, XGTE...).

Going back to the technical side, if we take Spells as an example. By taking a generic approach and implementing a wide set of parameters, the bet is that we would be able to create most spells available in the SRD. Every time a spell has some new exotic effects, we need to add new parameters - which could then be reused for other spells. On the other hand, a procedural approach would mean that each spell is individually hardcoded into the game - certainly a quicker solution, but one that would heavily limit reusability. 

 Fireball, when diplomacy is no longer an option (well, it does count as Intimidation, right? Can I roll with advantage?)

The most challenging and thrilling part in making the most out of the SRD is using rules that are often neglected in video games adaptations, such as lighting and verticality (climbing and flying). Some games tried to implement these rules in a limited manner, but we've come to realize that this is a large investment you need to plan from the start. The reward however, is that you end up with crazy and funny situations - especially when implementing SRD5 ruleset accurately (who wants to see a mage lose concentration when hovering over a deadly pit?)

That being said, there are still some elements that we need to adapt to work properly in a video game - especially when playing from a top down perspective. For example, a character could easily spot an enemy 500 feet away... But that would correspond to 10 game screens in distance. It notably becomes very hard to provide a meaningful and intuitive stealth experience with this in mind, so we have to reduce the distance to make the game manageable. There's also some simplification in displaying distance, using cells (5 'x 5 'x 5' block) instead of feet to avoid confusion and conversion problems for countries using the metric system. That said, while we are working on securing the core experience now, it is totally possible to include a setting to display distances in feet for the fans who prefer it.

Hope this post was interesting to you, stay tuned for more in the coming weeks and do not hesitate to ask questions or add feedback below!

Cheers,
Tactical Archimat

22 July 2019
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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 !



Contact

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