Read visible enemy AI and plan your tactics in a turn-based tactical RPG set in Toyoashihara, where steam firearms coexist with swords and spears. Experience AP-based turn order, token-based actions, and body-part conditions. Japanese only at launch; English localization planned later.

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Bald im Early Access verfügbar

Die Entwickler dieses Spiels planen, das Spiel zu veröffentlichen, während es sich noch in Arbeit befindet, und möchten es mit dem Feedback von Spielern weiterentwickeln.

Hinweis: Spiele im Early Access sind noch nicht fertiggestellt und können in Zukunft Änderungen erhalten. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, warten Sie eine Weile, um zu sehen, wie sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

„Multi-Tactics is an AI-transparent turn-based tactical RPG where players read what enemies are aiming for and under what conditions they will act.
In this game, the overall experience is shaped not only by battle balance, but also by the readability of the AI flow, the UI, difficulty, multiplayer controls, and connection stability.
In Early Access, the game will be released in a playable state through the end of Act One, including its core story and main battle experience. We will use player feedback to adjust battle balance, the UI, AI flow presentation, multiplayer, and other systems.
Toward the full release, we plan to gradually implement the remaining story, AI editing features, and additional content. Our goal is to complete the AI-transparent SRPG experience, the multiplayer SRPG experience, and the story experience of Toyoashihara Saga.“

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

„At this time, we expect the Early Access period to last approximately one year.
Since this game is being developed as an individual project, the timing of the full release will not be tied to a fixed date. Instead, it will be determined based on development progress and the work required to respond to player feedback.
The transition to the full version will be based on the completion of the full three-act story, implementation of the major systems, stabilization of multiplayer, and resolution of major issues.
For this reason, the Early Access period may change depending on the state of development.“

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

„At the start of Early Access, players will be able to play through the end of Act One of the three-act story.
In the full version, we plan to complete the remaining story and provide the full narrative experience across all three acts. We also plan to add a feature that allows players not only to view AI flows, but also to edit AI behavior themselves.
If possible, we would also like to explore features such as simulated battles between player-created AIs and Steam Workshop integration. However, these features will be considered based on the state of development.“

Was ist der derzeitige Stand der Early Access-Version?

„In the current Early Access version, players can play through the end of Act One. Act One includes the basic flow of the game, such as battles, conversations, trading, equipment management, and travel.
The current structure consists of BattleScene, which handles combat, and DramaticScene, which handles conversations and travel. Both systems are largely in place, and at least in offline play, they are functional.
Multiplayer is planned to support up to four players, and connection has been confirmed in Steam’s test environment. However, at the start of Early Access, synchronization may be unstable, and unexpected behavior may occur.
In addition, the 3D models used in BattleScene are planned to be improved and broadly replaced during Early Access. The story currently covers Act One, and 4 of the 13 playable races are not yet implemented.
Save, load, and settings features are already implemented. Key configuration and controller support are planned for implementation during Early Access.“

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

„We do not plan to change the price during the Early Access period.
For the full version, we plan to increase the price compared to the Early Access version, based on the remaining story content, AI editing features, the completion level of major systems, and the overall amount of content added.
If the price is changed, we plan to announce it clearly in advance.“

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

„Feedback will primarily be accepted through the Steam forums.
We will especially focus on feedback related to bug reports, battle balance, UI improvements, and multiplayer connections. These areas directly affect the gameplay experience, so we will continue to review them throughout Early Access and make adjustments as needed.
Update announcements will be posted irregularly through Steam News and related channels.
However, we will not implement every piece of feedback exactly as received. Instead, we will select feedback that fits the design philosophy of MultiTactics and continue improving the game while preserving its overall direction.“
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Sprache "Deutsch" nicht unterstützt

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Infos zum Spiel

Multi-Tactics: Toyoashihara Saga - The Steam Age - is an AI-transparent turn-based tactical RPG set in a fictional world where steam-powered firearms coexist with swords and spears.

The story takes place in Toyoashihara, a land inhabited by beastfolk. Centered on the nation of Yamashiro, the game depicts a world where steam technology, samurai warfare, beastfolk society, and the threat of 異形 — monstrous beings — intersect. Players progress through a three-act story by engaging in battles, conversations, trading, equipment management, and travel.

At the start of Early Access, the game is available in Japanese only. English localization is planned for a later stage after the Early Access release.

Read the enemy’s decisions

The core feature of Multi-Tactics is building tactics while observing the enemy’s combat AI. Enemy NPCs act according to combat AI made up of nodes such as condition checks, target selection, and action execution.

Players can examine the node flow, understand what each enemy is aiming for, and identify the conditions that trigger its actions. Rather than fighting against completely hidden enemy behavior, players build their strategy by reading the visible logic of the AI.

AP-based turn order

Combat uses an AP-based turn order system. Characters accumulate AP over time and take their turns when they reach the required threshold.

Rather than a simple alternating turn system, each character’s role and tactical use emerge from the combination of attributes, conditions, equipment, and action choices.

Token-based actions

Actions are managed through a token system. Attacks, movement, aiming, defense, and special actions are performed by spending different types of tokens.

How to spend limited tokens, and whether to hold some of them back, affects each turn’s tactical decisions. Some unused tokens are returned as AP at the end of the turn, making restraint itself a valid tactical choice.

Position sharing through Zone / Area / Group

Positioning is managed through a layered structure of Zone, Area, and Group. This system is designed to avoid the complexity of describing exact coordinates in words, and is especially useful in multiplayer when players need to communicate “which battlefield, which area, and which formation” a character is in.

Players coordinate movement, shooting, melee attacks, and support actions while sharing the situation with one another.

Body-part conditions

Characters have body parts such as the head, torso, right arm, left arm, right leg, and left leg. Each part has its own independent condition.

Focusing attacks on specific body parts and managing damage can reduce an enemy’s ability to act and change the flow of battle.

Character growth through attributes, skills, and perks

Character growth is built around seven attributes: Endurance, Technique, Arm Strength, Leg Strength, Perception, Insight, and Spirit. These are combined with weapon skills, specialist skills, and perks.

Each attribute has its own role, and a character’s tactical strengths change depending on how they are developed.

Story progression through dramatic scenes

Between battles, the story unfolds through visual novel-style dramatic scenes. Character portraits, backgrounds, music, ruby text, and glossary pop-ups are used to present the story of Toyoashihara, centered on Yamashiro.

Conversations, choices, lodging, meals, maintenance, trading, and map travel all affect progression outside of combat.

2–4 player multiplayer

The game is planned to support 2–4 player multiplayer. Each player can control an assigned character, while non-assigned characters can be operated automatically using combat AI.

During Early Access, multiplayer connection stability and synchronization will continue to be improved.

Early Access includes Act One

At the start of Early Access, players can play through the end of Act One of the three-act story.

Act One includes the basic flow of the game: battles, conversations, trading, equipment management, travel, and multiplayer.

For the full version, the remaining story and AI editing features are planned. The goal is to complete the AI-transparent SRPG experience, the multiplayer SRPG experience, and the story experience of Toyoashihara Saga.

Offenlegung von KI-generierten Inhalten

Der Spieleentwickler beschreibt den Einsatz von KI-generierten Inhalten in diesem Spiel wie folgt:

This game uses generative AI tools during development to create or assist with some pre-generated content. This includes code assistance, visual asset creation, and music creation.
Generative AI tools are used to assist with programming during development, to create or assist with character artwork, background artwork, store page graphics, Steam community assets, and marketing materials, and to create or assist with background music.
AI-assisted assets and code are reviewed, edited, and integrated by the developer before release. The game does not use generative AI to generate real-time content during gameplay, and players do not directly interact with a generative AI system.
The “combat AI” described in the game is a gameplay system that controls enemy behavior and tactical decision-making. It is not generative AI.

Systemanforderungen

    Mindestanforderungen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Betriebssystem: Windows 10 64-bit
    • Prozessor: Intel Core i5-4460 / AMD Ryzen 3 1200 equivalent
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: NVIDIA GeForce GTX 960 / AMD Radeon RX 560 equivalent, 4 GB VRAM or higher, DirectX 11 compatible
    • DirectX: Version 11
    • Netzwerk: Breitband-Internetverbindung
    • Speicherplatz: 5120 MB verfügbarer Speicherplatz
    • Soundkarte: DirectX-compatible sound card
    • Zusätzliche Anmerkungen: These system requirements are provisional estimates for the Early Access version and may change depending on actual testing and optimization. Multiplayer requires an Internet connection.
    Empfohlen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Betriebssystem: Windows 10 / 11 64-bit
    • Prozessor: Intel Core i5-9400 / AMD Ryzen 5 3600 equivalent
    • Arbeitsspeicher: 16 GB RAM
    • Grafik: NVIDIA GeForce GTX 1660 / AMD Radeon RX 5600 XT equivalent, 6 GB VRAM or higher
    • DirectX: Version 11
    • Netzwerk: Breitband-Internetverbindung
    • Speicherplatz: 5120 MB verfügbarer Speicherplatz
    • Soundkarte: DirectX-compatible sound card
    • Zusätzliche Anmerkungen: Additional Notes: These system requirements are provisional estimates for the Early Access version, and actual performance may vary. Installation on an SSD is recommended.
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