Arcadian Atlas is a 2D isometric tactical RPG for Mac/PC/iOS about the choices people make in pursuit of the things they love, and the havoc it wreaks on a kingdom.
Watch your footing & mind the strategic vantage points as you traverse the richly detailed pixel art world of Arcadia -- A turned back or tumble on the battlefield could cost you a friend’s life. Let the moody jazz soundtrack carry you through a thought provoking & ruthless story of love, deceit, murder, companionship & war. Meant to be a modern loveletter to classic tactical RPGs, Arcadian Atlas was designed from the ground up to incorporate more challenging battle strategies, new & balanced job classes, and more cutthroat plot twists that'll leave you wishing you hadn't gotten so attached to "that character."
Featuring dynamic job classes, a rich character driven narrative, strategic grid-based battles and a jazz infused soundtrack, Arcadian Atlas is a lushly handcrafted 2D isometric tactical RPG that takes the rich history of the genre and makes it fresh.
Hey again all our fantastic backers! We hope those of you in the USA had a marvelous 4th of July, and everyone spread across the globe - we also wish you had a great 4th of July! Weird how that works!
This time we've got some updates on our Scenario Editor for Arcadian Atlas, the backbone of our transition from the world and cutscenes to battles.
ALSO - All those who backed at the Item creation levels - Boot, Helmet, Accessory Designers, we're looking at you - pay extra attention to the latter section! You're almost up to bat!
Think of the Scenario Editor as the system that glues all the other systems together to make a battle - items, skills, random enemy stats, not-so-random enemy stats, player stats, and even allies (characters who pop in, but aren't technically on either side permanently).
Squad placement? Yep, that too is handled by the scenario editor, as you can see above. Each battle, even random fights, are handled by the scenario editor, and each map is built to take advantage of various Enemy/Player deployment points to vary your strategies.
Once deployed, this battle would look something like:
You probably were noticing a lot of other options on the right half of the Unity screen above. That's because the Scenario Editor handles a LOT of information. Not least of which are things like:
Because the Scenario Editor is such a huge undertaking, we're focusing on it in sections. Next up is getting our items fully functional so they properly feed into the stats for the character generator, which of course means Becca's been hard at work on some gorgeous item icons for us:
And looks like someone already found something on their first outing into battle:
You know what that means, right!? All our super-backers who came in at the Boot, Helmet, and Accessory Design level, it's your time to shine! Over the next two weeks you'll be receiving messages from us to start the design process, and we couldn't be more thrilled to see your creativity in the game!
So to send us all out with some extra creative juice, here are some sample items we've got planned for the game:
And until next time, keep it classy all you gamers! Keep it classy!
It's that time again! We've got a special preview of the cutscene editor tool that we're using to build all the in-game cutscenes along with some gifs...
Hello again all you beautiful people! It's that holiday season with chestnuts roasting on an open fire (because everyone still does that, obviously) and...
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