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Default Tyrant's Blessing - Release Date: August 8

June 23rd, 2022, 17:05
The tactical RPG Tyrant's Blessing will be released on August 8:

Tyrant's Blessing

The Tyrant landed in Tyberia bearing promises of a paradise, without war, without suffering… and without death. All Tyberians had to do in order to enter his paradise was to simply die at the hands of his Dead Army. The war was over before it even began, with thousands perishing in the Tyrant's wake, only to be brought into his fold as undying thralls, bound by magic. The few living warriors left are scattered across the remnants of their homeland, tirelessly looking for a way to turn the tables on the tyrannical Tyrant. Lead a great Uprising, defeat the Dead Army, and drive the monstrous overlord back into the depths of the sea from whence he came.



Tyrant's Blessing is a tactical turn-based game where your ability to plan, adapt, and strategize is more important than min-maxing your units or finding the sharpest sword in the hoard. Select battles every day, make challenging choices, and cleverly use the strengths of these rag-tag insurgents to defeat the undead hordes and maybe - just maybe - bring real life back to Tyberia.

Before you bring the battle to the Tyrant's doorstep, you'll have to make sure you live long enough to reclaim the Island.

  • Decide whether to fight, rescue the living from the Undying, or gather your strength. Every choice matters throughout every day of the Uprising.
  • As you fight your way across the face of Tyberia, face off against random encounters that force difficult decisions. Do you intervene and fight highwaymen, putting your warriors at risk? Do you try to save a child, risking valuable time and resources? Only your morals and ideals hold the answer.
  • Pick your heroic roster carefully. Screeg, the elder wizard advising the Uprising, can only teleport three heroes and a pet at once: Do you send your elite warriors in? Or rookies to train and hold the line? Are they up to the task? Can you handle the consequences?
The Tyrant can't be defeated without destroying an army's worth of the Undying. However, winning is more than simply whacking the enemy as hard as you can.

  • Analyze the fray and plan accordingly. Place warriors around the battlefield to gain strategic advantages.
  • Stay ever mindful of surroundings: kick up dust to make the enemies lose sight or hop over stones and dodge into bushes to avoid enemy attacks.
  • Mind the enemy: every attack is telegraphed, but take care, simply moving away leaves behind a shadow. This remnant of a character can still be attacked if there is no way to avoid it..
  • Knock the enemies out of the way and into obstacles, shield weaker heroes with ones that can tank damage, as well as chain powerful elemental attacks using the environment. Brute force works, but fight smarter, not harder.
Each of your heroes has their own personality, properties, and abilities. Who will you choose to put in harm's way?

  • Enlist twenty hallowed heroes, each with a distinct set of abilities that can dramatically alter the course of any battle.
  • But stay mindful: Not all heroes appear in a playthrough - and not everyone is guaranteed to make it to the finish line of this quest.
  • Pick the right team for the task. An assassin may thrive in confined spaces, while an archer will suffer in close quarters. Some heroes may even bring their pets along, who might provide just enough leverage to win a battle for the group.
  • Even if heroes fall, they can still be freed from the Tyrant's grasp. Track them down, defeat them in combat, and restore them back to their stolen life!
More information.
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June 23rd, 2022, 19:18
This is a sort of fantasy Into the Breach, with similar basic mechanics.
Until I saw this it never occurred to me to wonder why no one ever took that model and ran with it…

Don't depend on the free demo, it's months old and doesn't represent the finished game all that well. I'd recommend using the old 2-hour return policy to evaluate.
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June 23rd, 2022, 19:53
I always thought into the breach had a lot of wasted potential. I'd totally be up for trying a more campaign based fantasy version.
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June 23rd, 2022, 20:36
Is it from the same company? I didn't care for Into the Breach. To me, it felt like more of a puzzle game than tactical.
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June 24th, 2022, 18:47
This isn't by the Into the Breach guys, it's all new.
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June 25th, 2022, 05:54
In other news Into the Breach: Advanced Edition releases next month. - Steam

We are excited to announce the free Advanced Edition update for Into the Breach, coming out on July 19th! Nearly every aspect of the game will be expanded with new content, including:
  • New Mechs and Weapons: Five new mech squads and nearly forty new weapons.
  • New Challenges: More enemies, more bosses, and more mission objectives that add additional challenge and variety to any run.
  • New Pilot Abilities: The expanded roster includes four new pilots and triple the amount of skills any pilot can earn through promotions.
We’ll be elaborating on all of this new content over the coming weeks before launch and can’t wait for everyone to check it out.
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June 25th, 2022, 11:38
Into the Breach was fantastic. This video was surprisingly watchable!
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June 25th, 2022, 19:14
Like JDR13, I wasn't fond of Into the Breach either… too much like a puzzle, though I can appreciate why some like it. It's a well-designed game; just not my kind of game. This one looks a bit more interesting… does it have a bit of a story/campaign element to it?
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June 26th, 2022, 19:42
Not really a story. The different mercs have dialogues between missions, talking about their backstories, telling jokes, etc. The point of the game is the combat though.
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June 27th, 2022, 14:14
I loved the idea of into the breach, but it just didn't get the pacing/metagame right. When I played on normal I would win almost every time and the game would drag on to the point that I wasn't enjoying it anymore with minimal challenges. When I played on hard it was too difficult, I would lose on the first island and not unlock anything or get to spend the currency points I'd been accumulating. They really needed a middle ground difficulty between way too easy and way too hard.
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