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Historica Fantasia is a Multi-Squads Turn-Based Strategy RPG. Players can take command of up to 50 individual Units and take control on the Battlefield. While Players will place command on squads, Each Unit inside a squad is an individual with their own background and customizable statuses. --- In a Fantasy Nation known as Siegeland Empire, the assassination of the Emperor caused the Empire to plunge into Civil War. As an illegitimate Prince and Commander of an Army, your duty is to guide your sister, the former Crown-Princess, across the continent towards the Capital, and place her on the throne to end the turmoil. Along the way, you'll learn about the rich history of the land, and the dark secret behind the History that could bring destruction to the world.

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Historica Fantasia WIP : Melee Combat

Historica Fantasia WIP : Melee Combat

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An update today, we've completed implementing Melee Combat ! Battle Sequence is determined by the Attack Speed and the Number of Attacks each Unit Have...

Historica Fantasia WIP : Offensive Magics

Historica Fantasia WIP : Offensive Magics

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Several Offensive Magics got implemented. Fireball, Tornado, Wind Burst.

Historica Fantasia WIP : Shooting System Done, FX Fixed

Historica Fantasia WIP : Shooting System Done, FX Fixed

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We are finally done with Shooting System. In this Video, SpellLancers and Shielder provide Buff Supports for the Riflemen. And this is represented by...

Historica Fantasia WIP : Suppression Fire

Historica Fantasia WIP : Suppression Fire

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A WIP Today, 1st half of Suppression Fire. This work like how the new XCom's Overwatch & Suppression Fire work.

Historica Fantasia WIP, Status Fixing and Unit Model Generation

Historica Fantasia WIP, Status Fixing and Unit Model Generation

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WIP Update today. After creating Unit Model Generation System, I've revamped the Status data to fit in with the new Gameplay design.

Unit Mesh Generation System

Unit Mesh Generation System

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Today's WIP. Using C# Dictionary, Appropriate Unit Model will be loaded accordingly to the Unit Object Pool. Once a Unit got instantiated, it will clone...