Alvora Tactics
X
Forgot password? Recovery Link
New to site? Create an Account
Already have an account? Login
Back to Login
0
5.00
Edit
Alvora Tactics is an indie Tactics RPG that combines strategic combat with immersive exploration. Explore and conquer Great Serpent Alvora with your own customizable band of warriors!
- Deep, yet straightforward & easy to understand tactical combat
- Explore a mix of procedural and handcrafted areas full of varied & challenging encounters
- Destructible terrain and elemental interactions – set a jungle ablaze with fire magic, or summon water then electrify it!
- Combine 10 races, 23 classes, 150+ upgrade-able abilities, and 50+ passives to create your ideal party
- Unique fantasy setting; no elves, orcs, or dwarves
- Built using the same engine, mechanics, and setting as the highly-rated Voidspire Tactics
Steam User 0
Of the Rad Codex tactics RPGs, this is probably my least favorite, but that's like saying Dark Souls 2 is the worst souls game; it's technically true, but DS2 is still a masterpiece.
If you're a fan of Tactics RPGs, you should really pick this up.
Steam User 0
Out of all the Rad Codex tactics games (minus Kingsvein as of currently writing), Alvora Tactics might be considered the black sheep of the series. Not to say it's bad, but it's quite a departure from Voidspire's open world nature. The combat is pretty much the same fantastic package, barring some balance changes and a couple new classes which are very fun to use like the bat handler. The biggest change is that instead of exploring a natural open world, this game focuses on repeated expeditions up Alvora, the world-eating serpent (think she who will feast). It's not roguelike-esque in that every expedition is randomly generated, but it instead focuses on seeing how far you can go before eventually having to retreat. As such every expedition starts at the beginning, and even if you can unlock shortcuts, you will find yourselves doing the first floor quite a lot to get strong enough for the later floors.
I do want to preface that I adore the setting of this game. A conquerer worm finally falling dead after tearing up the land, only for people to start exploring its insides for loot and mystery. It's amazing! Though because of the repeated nature, you get to see the same floors quite a lot and fight the same enemies more than you did in Voidspire (or even Horizons gate for that matter). Though the combat and bosses are all good, it is almost everything you will be doing. Alvora is a game where fighting is done beforemost anything else. If you like the combat it's all good, but if you really want natural shortcuts and exploration then this game might come up short.
While the preimse is really good, it's story is very minimal and with how much potential for charachter dynamics and conflict there is with Alvora's existence, it's a shame you get so little of it. The hubtown charachters are all nice and likeable, but stay firlmy in the background and the few named charachters you meet in the worm don't stick around for long enough. Also, like with Voidspire (less so) and even Horizon's gate (more so), the ending feels a bit thin.
On a sidenote, this game's NPC portraits (ignoring the enemy ones) are of the highest fidelity, and I find that far more interesting than I would like to admit.
Steam User 0
There's a lot of variety of classes and the more you unlock the more freedom you get. It's a great game if you have an itch for Trpg and just want to quickly jump into some fights.
Steam User 0
Good god it's janky.
This is an exploration tactics rpg set in the carcass of a fallen godbeast, which is neat, but it has one of the unfriendliest UIs I've seen in the genre. You really have to fumble your way into figuring it out, and even then there's no protections against softlocking yourself.
You control with mouse + keyboard, but almost nothing is prompted. Your characters don't have conventional action menus and turn end popups, and there's sort of a startling vacancy of informational feedback from the game at all times.
Want to know if that new enemy you've spotted will oneshot your squad? Walk into it and find out.
Want to know what that blue football does? Walk into it and kick it across the room into a doorway, where it won't stop you from going in, but the game will freeze due to an eventing issue if you try to go out.
The overall concept is fun, and the mix of roguelike survival and tactics rpg is neat, but go into this expecting a cursed game and you'll be much better prepared for how you need to play it.
Edit: Early game balancing is also, uh, not really in the game's design philosophy. You need a pretty high tolerance for frustration to scratch the surface, since there's a lot of What Is This -> I Guess I'll Approach -> And Now I Am Dead.
Steam User 0
if what u want is a dungeon-crawler party-based RPG that cuts down on excess time-filler and just shuttles you between the field and strategizing on party composition off-field, this is the right package
Steam User 0
Quite different in meta structure from the other two Rad Codex games -- Alvora has you building an X-Com style roster and running repeatable semi-random dungeon chunks. Not my favorite of the three, but still extremely worth the time and money.
Steam User 0
This is a solo Dev that really knows how to make a great game. So much heart.