Pick your side and become commander. Select your soldiers and lead them into battle. Your friends fight beside you closing the ranks. Motivate them to fight harder. Raise defenses to establish safe havens for your people. Call mighty gunships to push the assault. Take the objective!
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Release Date: Apr 7, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The game needs to go through Early Access for a variety of reasons.

  • This game needs an engaging single player mode. Please, create one with us!
  • We want to know which game modes are popular and need the most focus to fix early on and which are really hard to enjoy in order to make improvements.
  • We can only check if it runs on very few systems in-house, hence we need to collect feedback and reports from numerous players to fix all the bugs.
  • Balance is a very important aspect to get right as early as possible. We believe that getting the game into the hands of players is really important.
  • The game is filled with game mechanics, some of them important, some of them maybe not so important. We are asking the community to tell us which of them are used and which are redundant.
  • Single and multiplayer need a lot of testing, which is fun for some may not be fun for others. Please, help us find the right balance.

Approximately how long will this game be in Early Access?

“The game will probably stay in Early Access for roughly two to three months.”

How is the full version planned to differ from the Early Access version?

“We want the full release to be polished and work flawlessly in both single and multiplayer. Since the maps depend heavily on precomputed road networks, we want to increase their number in order to add replayability and content at the end of Early Access. The single player mode, co-created by the community, might arrive late in Early Access or at launch of the full version.”

What is the current state of the Early Access version?

“Currently the game contains all the game mechanics and game modes as seen in the trailer and mentioned in the description.”

Will the game be priced differently during and after Early Access?

“Yes, the game is cheaper during Early Access. Any substantial content or feature update might increase the price.”

How are you planning on involving the Community in your development process?

“We need your support to create and ship an engaging single player mode as well as flesh out the current game modes. There will be questions asked on each and every one of them on the official Steam forums.

Also, we encourage our players to engage in regular discussions on the official Steam forums. Each discussion will be monitored and we might ask specific questions. Also, we'll listen to your feedback in reviews and everywhere else you voice your opinion. If you don't like this game, please tell us why. Please tell us if you do like it, too.”
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Recent updates View all (3)

May 8

Update to v.0.1.3

Change log

Game Modes
-Added a new game mode: Coop Crawl
-Added a new game mode: Coop Unbeaten

Coop Crawl
-Primary Objective: DO NOT DIE! There is no respawn!
-Primary Objective: Capture every objective on the map
-Secondary Objective: Increase your score by killing enemies
-Note: After capturing an objective, enemies start spawning there
-Capturing an objective kills all enemies in close proximity
-Unit production and player respawn is disabled
-At the end of the match your personal score is uploaded to the leaderboards
-Objectives cannot be recaptured

Coop Unbeaten
-Primary Objective: DO NOT DIE! There is no respawn!
-Secondary Objective: Increase your score by killing enemies
-Secondary Objective: Capture every neutral objective on the map to increase your score and fortify these positions
-Capturing an objective increases wave strength of your enemies
-At the end of the match your personal score is uploaded to the leaderboards
-Objectives cannot be recaptured

-Added support for the new game modes
-Adjusted FOV and camera distance to get a closer look at the action
-Increased scaling of player characters to make them stand out from the crowd

-Added an effect which is played when capturing objectives in Coop Crawl
-Reduced the amount of lights in the scene a little
-Terrain: Replaced 2d grass with 3d models

-Fixed a bug which would prevent bodyguards from moving in certain situations

-Disabled buttons which are not supported by the current game mode

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April 24

Update to v.0.1.2

Change log

-Added diplomacy in preparation for the upcoming single player mode
-Added personality traits to NPCs, which are used for diplomatic decisionmaking
-Added skeleton single player campaign mode; it is still in alpha, so you might not see it in your version
-Improved projectile collision detection on clumped up units which was introduced by disabling local avoidance
-Fixed a bug which prevented new matches from starting correctly
-Fixed a bug which gave players a head start on consecutive matches
-Removed cost of soldiers
-Reduced rate of income
-Removed wave movement from arrows
-Increased arc and velocity of arrows to make them more distinguishable from regular bullets

-Changed the look of various arrows

-Muted death sounds on game over

-Disabled local avoidance, it caused desyncs in multiplayer

-Reduced memory allocation during gameplay a little, hiccups are still there, tho

-Added dropdown menus which enable the player to change the look and weapon of bodyguards and their player character
-Added icons for primary and secondary fire modes and their standard key binding; Those will change according to selected weapon in a future update
-Cleaned up the ui and added buttons to show or hide panels which are currently irrelevant to the user
-Removed buttons from the technology panel which are currently not in use
-Added support for diplomacy overview, diplomatic events and diplomatic actions
-Fixed a bug which made certain ui components unresponsive on consecutive matches

Capture The Flag
-Fixed a bug which moved the flag outside the map
-Fixed a bug which made it impossible to return your own flag
-Changed AI of the flag carrier: They now also try to return their team's flag to avoid stalemates

-Added decorations to each destination
-Fixed a bug which prevented scoring

-Replaced the input interface with a more robust system supporting a variety of game controllers and buttons; needs more testing, but we feel more comfortable with this system in place.

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About This Game


You feel a warm breeze on your skin. As you look up your gaze is caressed by clouds gently passing by. Your mind drifts away, thinking of another place in another time. Suddenly the drums brutalize your ears and swiftly pull your feet back on the dirty ground. There they are! You see phantoms form from what once was mist and haze. As if all the spirits of earth and water gave birth simultaneously, hundreds of creatures emerge from the towering wall of obscurity. It is the enemy! You exchange thoughts with your comrades at the blink of an eye, then the drums get faster and faster. With the mind of one and the strength of thousands you engage the enemy, the earth below trembles in fear. As frenzy pulls friend and foe into the maelstrom that is hate and bloodlust, gunships in the sky trade broadside upon broadside. In a small lodge not too far away from the field a sinister grin acknowledges the work of discord.


Tales of Mystics and Madmen: Entourage or TMM: Entourage for short is a top down shooter with a couple of RTS mechanics mixed in. You pick one of three sides and fight either the other two in various competitive or just one side in cooperative game modes. Each player character is joined by three bodyguards which may be controlled by your friends at the push of a button on a gamepad. The game offers various objective-based game modes which vary in length and style, with most of them sharing the same principles.

There are two layers of control: You control a single unit directly. You raise defenses by constructing turrets in the field and buff allies for a short time to gain an advantage over the enemy. On top of that you may change the current production order and target focus of your troops. These troops are automatically produced and deployed in your main base. If no specific orders have been given or whenever you yield control, an AI takes care of your troop management.

Although this game can be played by yourself, it is more fun to engage in conflict with your friends locally and with others around the globe.


Three sides fight for supremacy. They are called Primitivists, Progressionists and Royalist. The Prims are deeply connected with nature and draw influences from various African and Asian cultures. Progs have aristocratic origins and happen to be techno-lovers (literally), they tend to invent the next big thing before anyone else gains knowledge of their last big thing. The Royals foster nobility and pride and like to duel each other if not fighting off some bigger threat.

Key Features

  • 5 Competitive Game Modes: King of the Hill (hold 1 objective), Capture the Flag, Escort, Team Deathmatch, Warfare (hold 6 objectives)
  • 3 Cooperative Game Modes: Stronghold (Hold 3 objectives at the same time), Onslaught (survival mode), Tug of War
  • Pseudo Campaign Mode: Play a couple of matches in a row to find a winner of a war
  • Hotjoin local coop: Up to 4 players can play locally, three of them can join/leave at any time
  • Unique RTS/Shooter mix: control a single unit and build turrets directly, produce troops indirectly by giving general orders
  • Various Weapons with primary and secondary fire modes unique to each faction
  • RPG mechanics to round up the gameplay: gain technology points by defeating enemies and empower your troops, use skills to buff your allies
  • Call and enter a gunship to turn the tide of battle
  • Procedural map generator: each game mode requires a different map layout, the map generator creates maps according to set rules
  • Match customization: there are various parameters which can be set to adjust game length, starting resources etc

Future Development

We feel like there is still so much potential hidden in this game. We want to add new game modes, delve deeper into what we can do with the current ones and improve local and online multiplayer. Since this is our debut title things may be a little rough around the edges, but we are committed to getting the best out of this game. In addition to improving the current game and adding quality of life updates, we want to build a community by introducing workshop support at some point in the future. This might happen sooner or later, but it's definitely something which would add a lot of value to the game. Here is a quick list of things you can look forward to in the near future.


  • Entourage: Enable your bodyguards to join your Gunship.
  • Entourage: Enable your bodyguards to change appearance and weapon
  • Campaign Mode: Allow the host to customize the campaign mode in detail
  • Campaign Mode: Add a mode which is fun to play solo or just with your friends locally (need your help with that)
  • RTS: Make resources more impactful on the game, e.g. establish supply lines which can be fortified or disrupted
  • Add elevation levels and tactical advantages
  • Add new road layouts to increase map variety
  • UI: Reduce clutter

System Requirements

    • OS: Windows 7 x64
    • Processor: Quad Core 3,4GHz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon HD 7800
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Sound Card: OnBoard
    • OS: Windows 7 x64
    • Processor: Quad Core 3,4GHz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon HD 7800
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Sound Card: OnBoard
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