Roguelite RPG Valiant Tactics Gears Up for Upcoming Release

Written by Marcello TBL

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Valiant Tactics Overview

Felid Entertainment, a three–person studio based in Tbilisi, plans to release its first game, Valiant Tactics, on PC. The project is a compact blend of turn-based tactical combat and roguelite campaign structure, built around one clear rule: every attack always hits.

Valiant Tactics RPG

By removing accuracy rolls, the designers hand all responsibility to the player’s choices, where a unit stands, which skill it triggers, and how many blows the squad can safely absorb before the next turn begins. Nothing hinges on luck once the battle starts; the figures on screen are final.

The fictional backdrop is straightforward but functional. A usurper has murdered the rightful monarch, plunged the realm into disorder, and left towns, roads, and graveyards unsecured. Bandits fight for loot, necromancers raise opportunistic armies of the dead, and wild beasts roam well beyond their usual territories.

Into this chaos steps the player, charged with shepherding a small warband toward the capital and, ideally, restoring the throne. Each expedition fields up to five active heroes while three more rest in camp, ready to replace casualties or fill tactical gaps when the current line-up starts to buckle.

Valiant Tactics Routes

The map that links encounters is rearranged for every run. Nodes representing battles, random events, merchants, upgrade shrines, and rest sites are drawn from a curated pool and shuffled into a branching route.

Because resources such as health and consumables carry from node to node, a run becomes a rolling cost-benefit exercise: push on to a marked hard fight for the chance at better equipment, gamble on an unpredictable event that might grant a blessing or a debuff, or accept a quiet rest stop that offers safety but no immediate power gain.

Combat itself takes place on concise hex-grid arenas. Turn order is fixed and visible, enemy intentions are telegraphed, and every strike lands for a stated amount of damage.

Valiant Tactics RPG

The absence of hit-percentage makes threat evaluation simple to read and demanding to solve: once you commit a move, you already know the damage your side will suffer next round, so success rests on sequencing abilities that blunt or redirect that inevitable loss.

Some tiles apply status effects, such as poison clouds, slowing mud, and temporary buffs, but even these follow deterministic rules that the interface displays upfront. Skirmishes conclude quickly, often within a handful of turns, allowing a single campaign to string together many fights without fatigue.

Eight character classes unlock as milestone conditions are met. The opening trio, Cleric, Marksman, and Barbarian, covers healing, ranged force, and close-quarters pressure.

Deeper runs reveal more specialised roles such as the Ardent, whose fire attacks deny space, the Guard, who can redirect enemy focus, and the Slayer, who combines invisibility with burst damage.

Each class has a fixed core kit plus a small talent tree that tweaks cooldowns, ranges, or secondary effects, so one Ardent might emphasise sustained burn while another leans on high-impact area shots.

Heroes

Equipment is deliberately uncoupled from class identity. Any hero who meets a generic attribute threshold can wield any weapon or relic, and each item arrives with at least one passive or active perk.

As a result, unusual pairings, say, a Slayer trading daggers for a pole-axe to gain extra reach, or a Barbarian equipping a relic that grants limited spellcasting, are entirely legal. The studio’s stated goal is breadth, not strict balance, so discovering unlikely but effective load-outs is part of the intended experience.

Between encounters, the camp menu provides a modest level of organization. Players can swap in reserve heroes, distribute newly acquired gear, tweak talent points, and review unlock progress.

Valiant Tactics Overview

Nothing here represents permanent power creep; individual heroes reset between runs, and the only lasting gains are additional classes, relics, and cosmetic badges. According to studio head Kakutsa Jikidze, the approach keeps late-game difficulty anchored to the player’s current decisions rather than to an ever-inflating stat curve.

Defeat is common, especially early, but the game tries to make it instructive. When a run ends, a summary screen shows a timeline of incoming and outgoing damage, highlights the turn where the squad’s position became unsalvageable, and lists any synergy, say, a weapon effect that could have chained with a talent, that the player overlooked.

Because every number in a fight was fixed from the start, the post-mortem can point to exact choices rather than abstract probabilities. In practice, most losses unlock something new: a class, a relic type, or an event variant that might appear on future maps, giving each failed attempt a small but tangible payoff.

The art team draws clear influence from Georgian landscapes. Stone villages and forest highways echo real-world Caucasus architecture, while bestiary designs fold local folklore into standard fantasy silhouettes.

Anyone curious can add the game to a Steam wishlist now, give the demo a try, and watch for the full release on 4 August 2025, below the release date announcement trailer.

Valiant Tactics | Release Date Announcement Trailer | indie.io

ABOUT THE AUTHOR

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Marcello TBL

Italian Dad in love with Turn-Based RPGs and Indie Games. In 2018 he started Turn Based Lovers and now he can't live without it. A huge fan of RPGs in general, raised on the glorious video games of the '90s that shaped who he is today. Always hopeful that XCOM 3 will arrive one day.