
Read the shared action order, move one unit at a time, and bring your expedition home alive in a hex-grid tactical SRPG.
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Read the shared action order displayed on screen and move one unit at a time. Your next move may belong to an ally, an enemy, or the unit you were counting on to hold the line. A safe-looking advance can open a path for an opposing attack; waiting can give another unit the position it needs. Each choice is a question of timing, distance, and what the battlefield will look like after one more action.
Fight across hex-grid battlefields where movement is never isolated from the enemy. Watch the order, check the ground ahead, and decide whether to press forward, hold a flank, draw an enemy out, or let two threats pass each other before committing. You are not issuing a distant plan to an army that moves all at once. You are directing one person at a time while the entire field keeps changing around them.
Before each expedition, select where to go and which members of the force can afford to make the trip. Some routes offer a clear objective but little room for mistakes. Others put an elite enemy between you and valuable equipment. You can avoid that opponent and preserve the force for the journey home. Or you can accept the risk, surround them, and try to take them alive so their powerful weapon can be used by someone on your side.
Capturing an elite foe is not a trophy with no cost. The attempt can split your formation, expose a weakened unit, or turn a controlled retreat into a desperate fight. Sometimes the weapon is worth the danger. Sometimes the right decision is to leave it behind. The battle does not reward aggression by itself; it rewards seeing what your force can still survive.
The expedition continues after the last enemy falls. Injuries reduce what a unit can do. Fatigue makes the next engagement harder. Morale can turn a reliable formation into a fragile one, while dwindling supplies narrow the distance you can safely travel. A successful sortie may still leave you with too few people, too little food, or too many wounded to justify another push.
Decide when the objective is enough. Bring back the personnel and materials you can protect, or stay longer for a reward that may change the next battle. A damaged veteran may be worth more than a new weapon; a recovered supply cache may matter more than one additional captured enemy. The pressure comes from the whole expedition, not from a single victory screen.
What you carry home has a practical purpose. Personnel, equipment, and supplies give a battered frontier fort the means to support another expedition. The place begins as somewhere to endure between battles. Step by step, the results of difficult journeys make it more useful: enough material to prepare, enough people to recover, and enough supplies to reach a harder destination.
There is no clean separation between the map and the battlefield. The unit you risked today may be the one you need tomorrow. The supplies you spend on one route may determine whether the next route is possible. A weapon taken from a dangerous opponent can change how a formation fights, but only if someone survives long enough to bring it home. Read the order, judge the risk, and make the kind of decision that still matters after the battle ends.
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Languages: Japanese, English, Thai, Malay, Simplified Chinese, Traditional Chinese, Korean
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $16K | 69 | 93% | $9.99 | |
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| $857 | 1 | 0% | $34.99 | |
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| $29.4K | 65 | 94% | $14.99 |