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AndruxaSkroz

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A member registered Mar 27, 2026 · View creator page →

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Hello everyone!

This is the first proper development update for Tacit Tactics, so the best

place to start i think would be to define what Tacit Tactics intends to become, and where this project is at the present time. 

Tacit Tactics is intended to be a tactical token RPG battler, set inside a persistent online world, where PvE and PvP encounters, world events, and everyday gameplay interactions are shaped by risk-versus-reward choices, long-term resource management, and lasting recognition for player achievements.

The medieval fantasy theme, with warriors, mages, undead, and vampires, comes from games that have inspired me for years: Heroes of Might and Magic, Disciples, and Magic: The Gathering. The battle system grew from an idea to make tactical combat faster and more fluid, with short 30-second turns that keep PvE and PvP encounters moving while still preserving the structure of turn-based play. Above all, the goal is for the game to feel fun and engaging, not like a chore.

Having said all that let me give you a little bit of technical detail, on the size of the project, and what is it that has been so far deployed on itch io.  

Frontend: Tacit Tactics currently uses a Unity desktop client with a separate desktop launcher for firebase login(verified google accounts), update checks, and game handoff. The client is built around three major scenes: Start for entry and character selection, Global for the persistent world, and Battle for tactical combat.

Backend: The backend uses a multi-service, server-authoritative architecture written in Rust, with PostgreSQL storing persistent account, character, inventory, world, battle, market, and event data.

As of July 23, 2026, Tacit Tactics has been in development for approximately five months. It has been built by a single developer, a former back-office banking analyst who decided to leave spreadsheets and office politics behind to build a game. At the time of writing, the prototype contains roughly 326,000 lines of project code across Rust backend services, Unity C# client code, Python tooling, shaders, and local development scripts, plus a large body of design documentation and test data.

Disclosure: Tacit Tactics is not a vibe-coding project. It is closer to a synthesis workflow, where AI is one tool inside a larger human-directed development process.

What has been deployed on itch io?

1 .Tacit Tactics widows game launcher with the following features:

The Tacit Tactics Windows launcher handles player authentication, account registration, and client delivery. After authentication, the launcher receives update information from the backend and can either download the full Unity client from the CDN or update/repair an existing client folder.

File size and hash checks make the update process lightweight: if only a small part of the client has changed, the launcher downloads only the changed files instead of the entire game again.

The launcher itself is intentionally simple. It downloads the game client into a single self-contained folder, with no traditional installation process. That means the client can be removed easily without leaving scattered files, registry entries, or other leftovers on the user’s system. By default, the launcher also prevents multiple instances of the Tacit Tactics client from running on the same machine, helping avoid duplicate-session issues during normal play.


2. start scene features:

The Start scene handles the first in-client step after launcher authentication. From here, the player can select one of three character slots, create a character by assigning a name to an empty slot, and adjust rudimentary video settings before entering the game world.


3. global scene features:

The Global scene is the persistent-world layer of Tacit Tactics. It lets the player move across the shared world grid, manage energy and resources,equiping tokens with items, view nearby (on the same tile)players and NPCs, access inventory and army/reserve loadouts, enter city and market services, accept and claim quests, read rankings and see just as participate in world-events, use global chat, and queue into PvE or PvP tactical battles depending on rules of engagement and the lock out timers.

Global scene visibility updates and chat delivery currently run on a one-second server tick, keeping the shared world responsive while leaving authority on the backend.

scene controls: AWSD, mouse wheel for zoom, ESC to close out some menus.







4. battle scene features:

The Battle scene is the tactical combat layer of Tacit Tactics. It presents server-authoritative PvE and PvP battles where players command token-based units with distinct stats, roles, equipment, and special behaviors. Combat uses short 30-second turns to keep encounters moving while preserving turn-based decision-making. controls AWSD holding the right mouse button , mouse wheel for zoom, mouse rotation

The current battle flow supports movement validation, AI-controlled enemies, PVP as well; attack resolution, morale pressure, summons, status effects, combat summaries, rewards, and return to the persistent world after the battle ends.





overall, at this time there is a total of 21 different token types (warrior, mage , etc.) with 30 pieces of different equipment. (Tokens can be purchased from the city barracks with gold)

At this stage, Tacit Tactics has 21 different token types, including warriors, archers, mages, healers, summoners, undead, vampires, and other enemy/faction variants. There are also 30 different pieces of equipment. Tokens can currently be purchased from city barracks using gold.

PvE fights on non-PvP tiles generate NPC armies that match the number of tokens the player brings into battle. PvP tile fights require the player to enter with a full active army inventory of 15 tokens. At the moment, PvP battles do not provide loot rewards, but token and equipment losses are permanent.

In the near term, the development focus will be on building a cleaner CI/CD pipeline, improving the deployment workflow, and then returning to Global scene UI polish so the game is easier to test and better prepared for a future alpha build. If anyone like the project please reach out, i am rather chatty when not busy :)

i think it is more biological than anything, dopamine release and prolonged exposure is due to adaptation. :)

was just joking:) but hey the best thank you would probably be checking my game out in return (Tacit Tactics) , but only of you have tolerance for game launchers as stand alone executable and 1 gb space , lol 

for AI art i usually end up fixing it up manually through krita  and blender, for movies there are identity preservation loras, otherwise need to manually fix frame by frame which is annoying and time consuming 

hm... nothing put me off. I actually liked music variation, but infinite state idea was kinda wierd, my mind needs a logical conclusion to iterate upon lol

checked it out , couldn't find my game on the market list despite close inspection , otherwise its good :)

checked it out , but it felt like to low pace, unfortunately i can't spend a long time  trying to see where it would have evolved, but for the absence matters idea i think its heavily dependent on the number of players, if there are no players then the state of the game world would be very deterministic. so probably worth considering realistically how many minimum active players would it take to provide variability in content to a player who let's say only plays casually, if this makes any sense :)

looks cool, but couldn't make it past the part of the scene where there are object to cling to. x to grip and space to jump at the same time , was difficult for my fat fingers cause x and space are way to close on the keyboard :)

i mean when one mob hits my like i die super fast. not sure maybe it was multiple hits fast at once? or lag ?

i liked the dice mechanics, but i got stuck couldn't figure out how to light a fuse,. also at first couldnt figure out which character was mine, the circle marker was blending in too much with the environment; and the dice really felt like throwing it in there, maybe a littl ebit larger window for the dice or tiny bit less crowded in there :D

"Is a truly adaptive, learning AI actually useful in game design, or is it a waste of resources?" in my opinion this is overkill for what i think you are trying to do, i think its better and cheaper to create a greedy behavioral model for recommended npc moves either stochastic or probabilistic, but either way it will be much simpler, more reliable, less dependent, more customizable. me thinks .....

i looked at your link , and i found to be amazing https://static.seeles.ai/media/3js/974610f7-0c59-4c8b-a7be-2a0ff7bcf20e/index.html :) looks very cool in a browser. and to answer your question i think it depends.  I use ai a lot, for front end i found that it is easier for me to sketch the client fast in unity with codex and place holders, then iterate backwards for runtime components, in memory structures, tests, assets , optimization, documentation, etc. For back end i find it easier for me to prototype in python , then refactor in to lower level something like rust or c++ using ai, feature for feature, end point for endpoint, etc. But essentially if its a large project i dont think it matters, because eventually it will be iterated all over again from different angles, here is my two cents  :)

i liked elves in the first and second Baldur's Gate, i think that's about it, srry :)

hard to tell , i think it needed to have more levels? 

i liked it , overall.
Puzzle Difficulty:
Are the puzzles balanced, or did they feel too frustrating?  -- was ok,
i think i would have enjoyed it more if there was a simple planned path feature? like hold cntr and select a route with less clicks then move to each cell individually. :)

hm... i agree with this one:" - too difficult. One spike and I have to start over again. There are a lot of hazards to watch out for and I can't make it very far.", also i felt like the movement was a little bit rubber banding , or maybe delayed.

tried it, was retty cool but i am not a platformer fan :) as for feed back maybe more face emotes on collecting different stuff ) also i think having a small delay after respawning could have served well, died multiple times due to holding a key by inertia from previous death just to respawn and die again , but maybe i just suck in platformers i dunno :) so pretty good!

Hey Iria, don't get discouraged or threatened by anti ai peoples :) did you try pygame with python, i use it a lot for prototyping and db provisioning, unit testing?  C++ is always good for back-end stuff; and if you are a computational scientist with good practical application of statistics you can use that knowledge for optimization, of npc behavioral models, and many other things etc.  I have very extensive AI workflows i think codex is a must, comfy for local models, ltx 2.3 workflows for movies, ace step 1.5 for music. When it comes down to ai coding in my opinion AI is still amiss, its to unreliable as a dependency, and it is also unreliable on large backend architecture with thousands of files, API calls etc. For assets i still spend hours, days trimming , cropping, redesigning in krita and blender. 3d AI models require retopology for most commercial ones which can burn days, even with blender mcp or blender codex still way to time consuming, unless i am doing something wrong lol. For AI movies and music need decent loras from hugging face and decent workflows and yet still need good seeds to generate content. Also AI is pretty poor for security and for niche tools that dont have a lot of available data in public access. So there you go , maybe some of this will be helpful ) 

hm...looks like a modern  tetris derivative. does going faster gives you a multiplier for the points?  also a little bit confusing when you go up instead of down , is level progression a downward flow ? ...just my two cents :)

anti vegetarian game lol ? :)

oh i see, i dont have the itch application, hope this is not going to be an issue for me when i post my game with itch just having the launcher not the entire game client.

 

i think to reduce risk its not that difficult to spin up a vm, or maybe something like this ? -- Windows Sandbox | Microsoft Learn

this is pretty cool, i am actually building something similar in mechanics

looks nice!

прикольно :)