You are the captain of a free company — one among many roaming this mercenary world, growing, falling, earning and betraying just as you do. The world will not bend for you, nor wait: the other companies are already writing their stories. Yours will be decided in steel, gold and a name.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“I am a solo developer building a highly ambitious tactical RPG. A game featuring a dynamic economy and an AI faction system with long-term memory requires a tremendous amount of playtesting. Early Access allows me to collaborate with you to balance the difficulty and the underlying systems, ensuring that the final game is challenging, deep, and fair”

Approximately how long will this game be in Early Access?

“Approximately 12 to 18 months. As a solo programmer, this timeframe allows me to carefully implement community feedback and add all planned content without rushing development.”

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

“During Early Access, our main goal is to work alongside the community to deeply polish the artificial intelligence of rival factions and bands, making their decisions in the open world and in combat feel even more human (influenced by different personalities and motivations) and unpredictable. Additionally, we plan to strengthen the "procedural lore" so the world reacts and generates richer stories based on the player's actions (and omissions) and the wars between NPC factions. As these systems mature, our intention is to gradually expand the world with new Noble Houses, Traits, unit combat styles, a wider variety of equipment, and late-game events, always guided by player feedback”

What is the current state of the Early Access version?

“It is fully playable and stable. The core of the game is ready: turn-based tactical hex combat, map exploration, the contract system, functional faction AI, and the economic management of your mercenary company. You have dozens of hours of systemic content guaranteed from day one.”

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

“Yes, as a token of gratitude to those who support the game in this early stage, the price will moderately increase when the game reaches its full 1.0 version with all its final content.”

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

“The community is my QA, Balancer and Co-Designer team. I will be highly active on our Discord server and the Steam Forums. I will read every suggestion regarding the economy, difficulty, and combat synergies, even "nice to have" ideas about anything... and I will implement improvements directly based on your experiences.”
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About This Game

You are not the hero of Westashes. Nobody is.

Company Captain: Westashes is a tactical RPG about leading a mercenary company through a medieval world that does not revolve around you. Factions wage wars you didn't start. Rival companies take the contracts you hesitated on. Bandits starve, grow desperate, and get bolder. The world moves — with you or without you.

Your job: keep your people fed, paid, and alive long enough to become a company worth remembering.

A World That Plays Itself

Every band on the map — knights, bandits, caravans, militias, rival free companies — pursues its own goals under the same rules you play by.

  • Rival companies patrol, hunt contracts, guard caravans and collect tolls — whether you're there or not.

  • Bands negotiate with each other: they demand blood-money, pay for passage, back down, or fight. You can stumble into the aftermath.

  • Bandits turn cowardly when weak and bold when strong. Raiders break camp and vanish when they draw too much attention. Militias garrison their homes at night.

  • Wipe a company off the map and the world won't respawn it — eventually a new one, with a new name and a new captain, rises to fill the vacuum.

Enemy Captains Are Built Exactly Like You

One rule drives the whole game: anything that applies to you applies to them.

  • Every captain has a background, a personality, a motivation and a memory. A Monk captain heals his wounded faster — yours and theirs alike. A Hunter sees farther across the map. So do you.

  • They remember every meeting: the tribute you paid, the parley you broke, the prisoner you executed. Grudges harden into vendettas, and vendettas come looking for you.

  • They win battles, take scars, gain renown and evolve. The enemy you spare today may return next season stronger — and still angry.

Rumors Are Your Quest Log

There is no chosen-one questline. There are taverns, and people talk.

  • "The Crows are starving" isn't flavor text — that band's food actually ran out, and desperate bands do desperate things.

  • Act on a rumor, ignore it, or arrive too late: threads resolve without you, or rot into something worse.

  • Which rumors you chase is who your company becomes.

Brutal Tactical Combat

Turn-based hex battles decided by more than hit points.

  • Positioning, terrain, equipment weight, fatigue and morale all matter. Soldiers panic, rout, and drag others down with them.

  • Enemy leaders fight with real battle plans — ambushes on your route, terror campaigns, personal vendettas — and shout orders that reshape their line mid-fight.

  • Wounds take days to heal. Scars are forever. Death is permanent. Your veterans' scars are your company's true history.

Men Are Expensive. Losing Them Is Worse.

  • Recruit in taverns, where every settlement seats its own crowd — desperate idle hands going cheap, and professionals worth saving up for. Poor villages breed more idle hands than rich cities.

  • Every recruit has a background, a personality and hidden potential. The cheap farmhand may be a late bloomer; the expensive veteran arrives already scarred.

  • His hiring price you pay once. His wage bites at every single dawn — and your captain draws none, because the company is his.

  • Rival companies drink in the same taverns. The man you spent a week saving up for may already be marching under someone else's banner.

Honor Is Not Fame

Reputation runs on two axes: what you're known for, and how loudly.

  • Slaughter caravans and knights will hunt you while outlaws step aside. Guard the roads and lords pay premium — while bandits mark you as a threat.

  • Grow infamous enough and a price lands on your head. Other companies will gladly take that contract.

  • Earn an ally instead and they'll share intel, split contract rewards — and their deserters may ask to join your banner.

The Road Remembers Too

The land between battles is not empty.

  • Trade a scar to the witch. Share a meal with the hermit. Read the warning left beside the hanged man.

  • Watchtowers are held by whoever takes them — clear one out, or walk into one held against you. Mountain passes hide ambushes with real tactical teeth.

  • When the traveling fair arrives, even enemies drink under the same truce. Breaking it has a price.

Emergent Stories

None of this is scripted. In one campaign, a captain whose toll we refused at a mountain pass nursed the grudge for a month, rebuilt his warband, and caught us in that same pass — with the high ground. Three veterans didn't come home. Nobody wrote that story. It just happened, and the company chronicle kept the receipt.

If this sounds like your kind of game, wishlist it — for a solo dev it genuinely moves the needle. And come argue about balance in the Discord; Early Access is going to be built on those arguments.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Given I am a solo developer, Generative AI tools were utilized as development assistants.

System Requirements

    Minimum:
    • OS: Windows 10 / 11 (64-bit)
    • Processor: iIntel Core i3-12100 or equivalent
    • Memory: 2048 MB RAM
    • Graphics: Intel HD Graphics 4000 or better (OpenGL 3.0 compatible, 1 GB VRAM)
    • DirectX: Version 11
    • Storage: 2000 MB available space
    • Sound Card: DirectX compatible sound card
    Recommended:
    • OS: Windows 10 / 11 (64-bit)
    • Processor: Intel Core i7-14700K or equivalent
    • Memory: 4 GB RAM
    • Graphics: Dedicated GPU (NVIDIA GeForce GTX 660 / AMD Radeon HD 7850 or better, 2 GB VRAM)
    • DirectX: Version 11
    • Storage: 2000 MB available space
    • Sound Card: DirectX compatible sound card
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