A hex-grid tactical roguelike

Sibyl

The oracle has already seen how this ends.

A pocket tactics roguelike of prophecy and consequence. Every enemy shows you what it will do next. You get one turn to answer.

The game

The board is a hex grid. Five oracles, three acts, fifteen minutes. Each turn the enemies declare their next move. Where they will step, who they will hit. You answer with a small budget of actions. Do it well and the board ends safer than you found it. Do it badly and the next telegraph is the one that kills you. Runs are short and runs end. Each new run pulls upgrades from a shared pool, and what sharpens one oracle warps another.

Across runs

First runs are about surviving the first act. Later ones are about clearing all three. Between runs, deities unlock and feed new upgrades into the shared pool. The next attempt has shapes the last one could not make. When clearing the run becomes routine, ascension turns the dial back up. Faster enemies, sharper teeth, less margin. The game gets harder when you choose.

The Sibyls

The Sibyls were prophetesses of the ancient Mediterranean. Greek, Roman, Persian, Libyan. Each tied to a place. Each with her own way of seeing what was coming. Rome kept their books locked under the Capitol and opened them when the state was in trouble. Reading the future was the work, and acting on the reading was the test. The game inherits that frame. Each hero is a Sibyl. Each turn is a reading. You play the oracles. The deities are the powers they speak for.

Cumaean. Erythraean. Delphic. Persian. Libyan.

Status

Headless-engine-first. The game is tuned bot-vs-bot in simulation before any UI is drawn. The core combat model was rebuilt this month. The move is the attack explains why.

The dev diary has the rest.