Ok great thanks, now tactical combat makes sense to me :)
AndruxaSkroz
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played it for a little bit, the things i liked -> i liked the musical composition and narration, overall polish was good. not sure if the tactical approach to battles was a good design choice, if you have only one character to control this is not really tactics, so this was weird. Also, progression through the scenes felt to linear, to much hand holding. A map would be a nice convenience feature, having to memorize sequence of scenes to get to a location sounds good in theory, but i think its an unnecessary limitation and an imposed restriction to freedom. Posted a screen shot for an opening scene, took me a while to figure out what to press, or if the first screen was the entire game that didn't load, like how would somebody know that pressing a small downward triangle will progress you further? no tool tips or explanation for the character stats. Scenes where there is an ability to collect resources allow collection once, but then those resources are still showing up as like they can be collected, thats confusing a little bit. If you are doing firebase login i would at least allow a player to set up a nick name, why would anybody like to be called their real name in the game ? ......so there ya go :)
Was drafting, fusing, and positioning clear? yeah, fusing came to me in a little bit though
Which unit or synergy felt strongest or most confusing? not sure....
i did not hear any sound effects or music, so not sure if there was any. your game reminded me of Dota auto battler mechanics that i played a long time ago. Otherwise looks good :)

Hello everybody, there is a small browser demo available for tacit tactics battles ; it lets you create your own army composition and an army composition for your opponent and to battle it out.
battle scene controls: mouse scroll wheel for zoom in and out, token movements select tokens and move them to legal cells, hold right mouse click and do AWSD to fly around with the camera.
Please let me know if it was interesting, which army compositions did you enjoy playing as or against, thanks :)
https://tacittacticscdn.b-cdn.net/mmo/webgl-demo/dev-current/?v=20260725-headers
Hi, i have created a small browser-pc demo just for battles , it is currently available at https://tacittacticscdn.b-cdn.net/mmo/webgl-demo/dev-current/?v=20260725-headers
The demo lets you create and army composition for your self, and an army composition for the opponent.
Controls: Mouse wheel for zoom in zoom out, while holding right mouse button AWSD and mouse move for flying the camera, ESC to close out some menues.
DEMO is very simplistic and is a representative baseline for current battles, in the full client there is an ability to equip items on tokens, cardinally changing token stats and abilities
OK , small browser for BATTLE DEMO is currently available at : https://tacittacticscdn.b-cdn.net/mmo/webgl-demo/dev-current/?v=20260725-headers
hey i tried your game, this brough back the memories of playing master of Orion 1 a very very long time ago, i am a fan of strategy games; but here is some honest feedback: 1. no way to plan route when sending ships eta to destination which should be important strategy element in my opinion 2. no right click menus or controls felt kind of weird for a strategy game 3. no names of the planets from the main view instead need to click every time i think this is something very basic that should be expected for strategy layer visibility 4. No estimate of enemy fleet strength before engagement should also be a basic feature, otherwise how would somebody make a proper decision which target to attack? 5. no ambient music 6. no tool tips explaining what every stat means - mystery stats no idea what they mean or represent. 7. also victory combat resolution stats make no sence, attacked with 50 ships against much smaller enemy with less bonuses and lost about the same number of ships as the enemy fleet; attached a screen shot with ui overlaps etc;
I was also asked about a small browser playable demo for the game with the following response:
A full browser/WebGL version of the MMO client is not realistic right now. The active client is built around a Windows desktop Unity build, launcher handoff, and the full live MMO service flow, so a true WebGL port would require meaningful redesign work.
However, I think a much smaller browser-playable demo is more realistic, especially if it is treated as a separate lightweight slice rather than the full MMO. A Battle-only demo with player-selected preset armies could be possible. That would be separate from full MMO persistence, inventory rewards/losses, market, and Global-world state.
I think this is worth considering as a separate demo project for browser-only testers, which is completely understandable. If a Battle WebGL demo is developed, I’ll post about it on the dev blog. For now, the closest supported full-client path remains the Windows desktop build, with Linux/macOS being more realistic future desktop ports than a full WebGL MMO client.
Thanks for asking. A full browser/WebGL version of the MMO client is not realistic right now. The active client is built around a Windows desktop Unity build, launcher handoff, and the full live MMO service flow, so a true WebGL port would require meaningful redesign work.
However, I think a much smaller browser-playable demo is more realistic, especially if it is treated as a separate lightweight slice rather than the full MMO. A Battle-only demo with player-selected preset armies could be possible. That would be separate from full MMO persistence, inventory rewards/losses, market, and Global-world state.
I think this is worth considering as a separate demo project for browser-only testers, which is completely understandable. If a Battle WebGL demo is developed, I’ll post about it on the dev blog. For now, the closest supported full-client path remains the Windows desktop build, with Linux/macOS being more realistic future desktop ports than a full WebGL MMO client.
Hello everyone!
This is the first proper development update for Tacit Tactics, so the best
place to start i think would be to define what Tacit Tactics intends to become, and where this project is at the present time.
Tacit Tactics is intended to be a tactical token RPG battler, set inside a persistent online world, where PvE and PvP encounters, world events, and everyday gameplay interactions are shaped by risk-versus-reward choices, long-term resource management, and lasting recognition for player achievements.
The medieval fantasy theme, with warriors, mages, undead, and vampires, comes from games that have inspired me for years: Heroes of Might and Magic, Disciples, and Magic: The Gathering. The battle system grew from an idea to make tactical combat faster and more fluid, with short 30-second turns that keep PvE and PvP encounters moving while still preserving the structure of turn-based play. Above all, the goal is for the game to feel fun and engaging, not like a chore.
Having said all that let me give you a little bit of technical detail, on the size of the project, and what is it that has been so far deployed on itch io.
Frontend: Tacit Tactics currently uses a Unity desktop client with a separate desktop launcher for firebase login(verified google accounts), update checks, and game handoff. The client is built around three major scenes: Start for entry and character selection, Global for the persistent world, and Battle for tactical combat.
Backend: The backend uses a multi-service, server-authoritative architecture written in Rust, with PostgreSQL storing persistent account, character, inventory, world, battle, market, and event data.
As of July 23, 2026, Tacit Tactics has been in development for approximately five months. It has been built by a single developer, a former back-office banking analyst who decided to leave spreadsheets and office politics behind to build a game. At the time of writing, the prototype contains roughly 326,000 lines of project code across Rust backend services, Unity C# client code, Python tooling, shaders, and local development scripts, plus a large body of design documentation and test data.
Disclosure: Tacit Tactics is not a vibe-coding project. It is closer to a synthesis workflow, where AI is one tool inside a larger human-directed development process.
What has been deployed on itch io?
1 .Tacit Tactics widows game launcher with the following features:
The Tacit Tactics Windows launcher handles player authentication, account registration, and client delivery. After authentication, the launcher receives update information from the backend and can either download the full Unity client from the CDN or update/repair an existing client folder.
File size and hash checks make the update process lightweight: if only a small part of the client has changed, the launcher downloads only the changed files instead of the entire game again.
The launcher itself is intentionally simple. It downloads the game client into a single self-contained folder, with no traditional installation process. That means the client can be removed easily without leaving scattered files, registry entries, or other leftovers on the user’s system. By default, the launcher also prevents multiple instances of the Tacit Tactics client from running on the same machine, helping avoid duplicate-session issues during normal play.


2. start scene features:
The Start scene handles the first in-client step after launcher authentication. From here, the player can select one of three character slots, create a character by assigning a name to an empty slot, and adjust rudimentary video settings before entering the game world.

3. global scene features:
The Global scene is the persistent-world layer of Tacit Tactics. It lets the player move across the shared world grid, manage energy and resources,equiping tokens with items, view nearby (on the same tile)players and NPCs, access inventory and army/reserve loadouts, enter city and market services, accept and claim quests, read rankings and see just as participate in world-events, use global chat, and queue into PvE or PvP tactical battles depending on rules of engagement and the lock out timers.
Global scene visibility updates and chat delivery currently run on a one-second server tick, keeping the shared world responsive while leaving authority on the backend.
scene controls: AWSD, mouse wheel for zoom, ESC to close out some menus.






4. battle scene features:
The Battle scene is the tactical combat layer of Tacit Tactics. It presents server-authoritative PvE and PvP battles where players command token-based units with distinct stats, roles, equipment, and special behaviors. Combat uses short 30-second turns to keep encounters moving while preserving turn-based decision-making. controls AWSD holding the right mouse button , mouse wheel for zoom, mouse rotation
The current battle flow supports movement validation, AI-controlled enemies, PVP as well; attack resolution, morale pressure, summons, status effects, combat summaries, rewards, and return to the persistent world after the battle ends.



overall, at this time there is a total of 21 different token types (warrior, mage , etc.) with 30 pieces of different equipment. (Tokens can be purchased from the city barracks with gold)
At this stage, Tacit Tactics has 21 different token types, including warriors, archers, mages, healers, summoners, undead, vampires, and other enemy/faction variants. There are also 30 different pieces of equipment. Tokens can currently be purchased from city barracks using gold.
PvE fights on non-PvP tiles generate NPC armies that match the number of tokens the player brings into battle. PvP tile fights require the player to enter with a full active army inventory of 15 tokens. At the moment, PvP battles do not provide loot rewards, but token and equipment losses are permanent.
In the near term, the development focus will be on building a cleaner CI/CD pipeline, improving the deployment workflow, and then returning to Global scene UI polish so the game is easier to test and better prepared for a future alpha build. If anyone like the project please reach out, i am rather chatty when not busy :)
checked it out , but it felt like to low pace, unfortunately i can't spend a long time trying to see where it would have evolved, but for the absence matters idea i think its heavily dependent on the number of players, if there are no players then the state of the game world would be very deterministic. so probably worth considering realistically how many minimum active players would it take to provide variability in content to a player who let's say only plays casually, if this makes any sense :)
i liked the dice mechanics, but i got stuck couldn't figure out how to light a fuse,. also at first couldnt figure out which character was mine, the circle marker was blending in too much with the environment; and the dice really felt like throwing it in there, maybe a littl ebit larger window for the dice or tiny bit less crowded in there :D
"Is a truly adaptive, learning AI actually useful in game design, or is it a waste of resources?" in my opinion this is overkill for what i think you are trying to do, i think its better and cheaper to create a greedy behavioral model for recommended npc moves either stochastic or probabilistic, but either way it will be much simpler, more reliable, less dependent, more customizable. me thinks .....
i looked at your link , and i found to be amazing https://static.seeles.ai/media/3js/974610f7-0c59-4c8b-a7be-2a0ff7bcf20e/index.html :) looks very cool in a browser. and to answer your question i think it depends. I use ai a lot, for front end i found that it is easier for me to sketch the client fast in unity with codex and place holders, then iterate backwards for runtime components, in memory structures, tests, assets , optimization, documentation, etc. For back end i find it easier for me to prototype in python , then refactor in to lower level something like rust or c++ using ai, feature for feature, end point for endpoint, etc. But essentially if its a large project i dont think it matters, because eventually it will be iterated all over again from different angles, here is my two cents :)
tried it, was retty cool but i am not a platformer fan :) as for feed back maybe more face emotes on collecting different stuff ) also i think having a small delay after respawning could have served well, died multiple times due to holding a key by inertia from previous death just to respawn and die again , but maybe i just suck in platformers i dunno :) so pretty good!
Hey Iria, don't get discouraged or threatened by anti ai peoples :) did you try pygame with python, i use it a lot for prototyping and db provisioning, unit testing? C++ is always good for back-end stuff; and if you are a computational scientist with good practical application of statistics you can use that knowledge for optimization, of npc behavioral models, and many other things etc. I have very extensive AI workflows i think codex is a must, comfy for local models, ltx 2.3 workflows for movies, ace step 1.5 for music. When it comes down to ai coding in my opinion AI is still amiss, its to unreliable as a dependency, and it is also unreliable on large backend architecture with thousands of files, API calls etc. For assets i still spend hours, days trimming , cropping, redesigning in krita and blender. 3d AI models require retopology for most commercial ones which can burn days, even with blender mcp or blender codex still way to time consuming, unless i am doing something wrong lol. For AI movies and music need decent loras from hugging face and decent workflows and yet still need good seeds to generate content. Also AI is pretty poor for security and for niche tools that dont have a lot of available data in public access. So there you go , maybe some of this will be helpful )
i think to reduce risk its not that difficult to spin up a vm, or maybe something like this ? -- Windows Sandbox | Microsoft Learn
