Skip to content
LogiNestForge
← Back to projects

little gary games

Tactics of the Fractured Eternity — Every Tile Remembers

A turn-based hex tactics RPG built in Unity, where the battlefield isn't scenery — it's a combatant. Six fractured realms, living maps, and depth that comes from the board, not from bigger numbers.

Six fractured realms battle across living tactical maps. That's the one-line pitch, but the heart of the game is what *stacks* on top of every decision: race, class, the tile you're standing on, fog of war, elevation, equipment, weapon mastery, and the story pulling at all of it. A Human holding Human ground, a Chaos unit slowly corrupting the field beneath it, a sniper who just took the high ground, an assassin you genuinely cannot see — the same battlefield reads completely differently depending on who's standing where. Tiles are never decoration. There's a six-way advantage loop running underneath the factions, so no realm is simply "the strong one" — every matchup has an answer if you read the board instead of brute-forcing it. We went with hexes over squares deliberately: six-way adjacency makes "do I move two or three?" a real question rather than a rounding error. On the process side, this one's further into real code than design-doc territory — which means real bugs solved, real systems standing up, and a combat loop we prototyped *first* before building anything around it. One early lesson worth sharing: we stripped all randomness out to expose the "pure" decisions, and the game immediately felt like a puzzle with one correct answer. Tactics needs a little uncertainty to reward reading over calculating. So variance came back — bounded, visible, honest. Built in Unity, mobile and tablet first. In development. And yes — there are things in the code we haven't told you about yet.