
Alvora Tactics is an indie Tactics RPG that combines strategic combat with immersive exploration. Explore and conquer Great Serpent Alvora with your own customizable band of warriors!
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Languages: English**languages with full audio support
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Thumbs... sideways? But I err on the side of no, unfortunately. I played Voidspire first, and absolutely loved it. I stuck with the series and played Horizon's Gate, and loved it too. Alvora just fails to capture my attention and imagination in the same way. The most notable thing is the genre shift. Voidspire is focused on exploring a mysterious location (the titular Voidspire) and uncovering its secrets. It's a traditional RPG with an immersive and interesting tactical combat system. Alvora keeps all the mechanical bits of Voidspire, but instead of exploring new, precreated places constantly, you repeatedly delve into an ever-shifting procedurally generated dungeon over and over, fighting your way through the same areas repeatedly just with different layouts and enemies. As a result, the gameplay that was fun and interesting the first time around feels more like boring drudgery. I'm glad the series continued with Horizon's Gate though, which is a much better successor to Voidspire.
可以自由創建腳色及隊伍的SRPG,角色的培養像FFT。 劇情薄弱,長度稍短。 沒有中文。 網路上的攻略根本沒有,冷門到不行。 有問題可以下面留言看能不能幫上忙
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I couldn't bring myself to give this game's predecessor, Voidspire Tactics, a thumbs down, but I have no qualms doing so with Alvora Tactics. Mechanically, it's the same game, except now, instead of exploring a hand-crafted world, you dive into a procedurally generated dungeon, get as much loot and xp as you can, get back into town, buy upgrades, rinse, repeat. The main reason i liked Voidspite Tactics is that grinding was never required, even on the higher difficulties -- here, the entire game loop is a grind. In Voidspire, once you won a fight, you knew that your opponents are dead for good, and you'll never have to fight them again. Here, you'll be fighting the same fights every run. It's repetitive, tedious, doesn't feel rewarding, and just isn't very fun. The UI got minimal improvements, status effects are now properly explained, but overall, it's still the same cumbersome game, just without the fun exploration.
can't talk about alvora without talking about voidspire. of the two, it's the less grand adventure - the scope is more restrained as this game is a much smaller dungeon crawl over an actual adventure. it compensates with a bit more mechanical depth - more races, more classes, more equipment possibilities. i think it's a decent trade-off but it fills a completely different niche than its predecessor. had to adjust how i play because the game also presents different combat challenges. overall though? a pretty decent time. had some fun with it! would recommend at least a look at it.
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Play Time: 41 hours Achievements: 15 of 15. 100% Date/Version: September 9th 2026 Rating: 7 out of 10 “Alvora Tactics is an indie Tactics RPG that combines strategic combat with immersive exploration. Explore and conquer Great Serpent Alvora with your own customizable band of warriors!” I'm not sure how to review this so let's get it started. I spent roughly 9 hours if not more trying to get 1 achievement. I enjoyed myself it's been a while since I played any tactics game of this sort. The music was good, the story wasn't amazing but it was a story. Apparently it's set in a world that the designers created in the past. I could be wrong about that but in any case this game was interesting. Little puzzles, here and there, you can interact with the environment and manipulate the battlefield. Some classes help you with the puzzles, getting additional items, etc. Money in the beginning was super super tight. But within time you kind of find some goods, and looping is helpful. Each boss had it's on play style which was fun, and (spoilers) the game may have more at the end. Overall this was an enjoyable game. For the price and if it's on sale it was completely worth it. “Combine 10 races, 23 classes, 150+ upgrade-able abilities, and 50+ passives to create your ideal party Unique fantasy setting; no elves, orcs, or dwarves”
Can be broken by stealthing to ruins and farming that place. I think this studio makes very decent games.
Random small indie dev no one's ever heard of punches way above their weight unexpectedly makes a great game. This has the kind of intuitiveness that something like Fire Emblem has and which few tactical rpgs manage to do so well, while also having decent depth and variety of character building options. If there's one minor criticism it's that the room layouts and setups become very similar and recognizable after just a few runs, sort of undermining the proc gen aspect to the game. Not a big deal since the small variations allow for enough to make the occasional grind less repetitive. Also why is the music so good?
This game is kind of mediocre, mostly just that it doesn't control very well and it's sort of low quality. I think a lot of people sort of give this a pass because it's a solo dev and he tried - but I kind of regret that I bought this because now it's in my library and I probably won't ever play it. If you actually want to buy this, I would suggest to actually try it and refund if you don't like it instead of letting it sit the whole time.
Out of all the Rad Codex tactics games (minus Kingsvein as of currently writing), Alvora Tactics might be considered the black sheep of the series. Not to say it's bad, but it's quite a departure from Voidspire's open world nature. The combat is pretty much the same fantastic package, barring some balance changes and a couple new classes which are very fun to use like the bat handler. The biggest change is that instead of exploring a natural open world, this game focuses on repeated expeditions up Alvora, the world-eating serpent (think she who will feast). It's not roguelike-esque in that every expedition is randomly generated, but it instead focuses on seeing how far you can go before eventually having to retreat. As such every expedition starts at the beginning, and even if you can unlock shortcuts, you will find yourselves doing the first floor quite a lot to get strong enough for the later floors. I do want to preface that I adore the setting of this game. A conquerer worm finally falling dead after tearing up the land, only for people to start exploring its insides for loot and mystery. It's amazing! Though because of the repeated nature, you get to see the same floors quite a lot and fight the same enemies more than you did in Voidspire (or even Horizons gate for that matter). Though the combat and bosses are all good, it is almost everything you will be doing. Alvora is a game where fighting is done beforemost anything else. If you like the combat it's all good, but if you really want natural shortcuts and exploration then this game might come up short. While the premise is really good, it's story is very minimal and with how much potential for character dynamics and conflict there is with Alvora's existence, it's a shame you get so little of it. The hubtown characters are all nice and likeable, but stay firlmy in the background and the few named characters you meet in the worm don't stick around for long enough. Also, like with Voidspire (less so) and even Horizon's gate (more so), the ending feels a bit thin. On a sidenote, this game's NPC portraits (ignoring the enemy ones) are of the highest fidelity, and I find that far more interesting than I would like to admit.
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