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Dev Update #21 - The Subclasses of Early Access

Dev Update #21 - The Subclasses of Early Access

Greetings, glory seekers!

Our inevitable march towards March 12th continues, with packs laden with fresh rations and strength coursing through our veins. Two more months folks. We’ll be getting there soon enough, just you wait! In the meantime, let’s reveal some more mysteries shall we? We shared that each class had two subclasses - let’s get into the thick of it!

It is dangerous to go alone. Take these. For real though please don’t, my Associate Producer would kill me.

Before we start, don't forget to wishlist Solasta II on Steam - it helps us a ton! Also, friendly reminder that on March 12th the level cap will still be level 4. While we are going to reveal quite a bit about the future features of our new subclasses, we also want to remind everyone that Early Access means things may change. What is presented below is our initial intentions for the archetypes, but it’s always possible that a feature may be tweaked or replaced during development. And with that out of the way, leeeeet’s go!

The Fighter

Starting with the vanilla ice cream of the lineup (ain’t no shame in liking vanilla), let’s talk Fighter! Being considered the most basic class in Tabletop does not mean they’re bad - far from it in fact. Having received a slew of improvements with 2024 Ruleset, the once humble Fighter now can inflict various ailments thanks to Weapon Masteries, such as Sap forcing the target’s next attack roll to be made with disadvantage, or Topple potentially knocking one’s opponent prone

Second Wind is also getting buffed with additional charges being available (2 at level 1, 3 at level 4, and finally 4 at level 10), and those charges can be used out of combat to help with Ability Checks thanks to Tactical Mind. Of course, the Fighter wouldn’t be themselves without their key feature - Action Surge, which lets them take an additional action on their turn… although now it can no longer be used to cast a spell, as the Magic Action is not compatible with its use!

The Commander

Returning from Solasta I will be the Commander Subclass! A rare martial class with strong support capabilities, the Commander was one of the fan favourites - and in a game where team coordination is key, it is without surprise that we chose to bring it back. 

Gruff Authority gives them more out of combat tools by giving them two skill proficiencies, as well as adding their Strength modifier to all their Intimidation and Persuasion checks. Unsurprisingly their key feature Rousing Shout returns as well, giving them the ability to grant all themselves and all friendly creatures advantage on their next attack by filling them with determination

Later on when the level cap increases, they will get access to Coordinated Defense which allows them to forgo one of their attacks to grant the benefit of the Dodge Action to an ally. They also unlock an upgrade to their Rousing Shout by making it also grant temporary HP to all affected allies, massively increasing their survivability throughout any fight. 

The Aether Warden

Originally pitched as the Earth Warden, the Aether Warden was imagined as an ancient and illusive order native to Neokos, composed of roaming mythical warriors able to tap into the power of the land while fighting. We wanted another go at a half-caster Fighter, with Spellblade having quite a few issues in this regard - it started much too similar to the official Eldritch Knight, and the adjustments we did afterwards did not help much as it left a fairly fundamental issue. There was no real payoff for Spellblades to be casting spells in combat instead of just attacking like every other fighter (until level 15 with Arcane Escape).

The Aether Warden, on the other hand, starts off much stronger with Mythology of Might - making them a Constitution based half-caster as their Spell Save DC and Spell Attack Modifier all rely on Constitution instead of Intelligence. Experienced Tabletop players will know that Constitution based spellcasters are by nature freakishly powerful, as they are able to massively increase both their survivability and offensive capacities at the same time; which is why being a half-caster helps keeping the Aether Warden’s magic powers in check.

This allows the Aether Warden’s spells - limited as they are - to have a high save DC, making them more efficient at disabling enemies with control spells such as Sleep or Hideous Laughter… and also for the Aether Warden to more reliably keep their concentration up when damaged, which feeds into their level 7 feature Arcane Strength - increasing their Strength and AC while concentrating on a spell, scaling with the level of the spell slot used. At last, level 10 will unlock Earthen Succor, a straightforward feature which heals the Aether Warden based on the level of spell slot used and increased effect if the casting time takes an action. 

A monstrous juggernaut on the battlefield, a high level Aether Warden is incredibly hard to take down as they prioritize a high Constitution score which means a large HP pool, and they have access to multiple sources of healing with both Second Wind and Earthen Succor. Arcane Strength improves their fighting capabilities with additional Strength and AC as long as they keep concentration, which again is beefed up by their high CON, and their spells are also hard to resist since they don’t have to split their attention between highly valued Fighter attributes and Intelligence.

The Wizard

At the opposite spectrum of the Fighter, we have the good old Wizard! Spellcaster supreme, versatile as can be, the 2024 ruleset did not change much for them. They do get a couple of new features, such as Scholar at level 2 granting them expertise in one skill and Memorize Spell allowing them to swap a prepared spell after a Short Rest, but they mostly remain the Wizard we all know and love. Someone who casts a lot of Fireballs. 

The Court Mage

Another fan favorite, the Court Mage is coming back to Solasta II. Magic-wielding bodyguards, they are proficient with Shields and can use their reaction to increase a nearby ally’s AC when they get attacked. Their signature feature is their Spell Shield which can be cast on an ally to absorb a large amount of damage before breaking, protecting them (and the Court Mage) from harm. 

Solasta II’s version of the archetype has also been heavily reworked at higher levels to fit the Sourcebook version of the Court Mage. Their level 6 feature becomes Vigilant Protector instead of Counterspell Mastery, allowing the Court Mage to teleport next to whoever is protected by their Spell Shield with a bonus action and granting them bonus AC while next to them, while their level 10 feature Shield Resonance allows them to select a damage type whenever they create a Spell Shield to gain resistance against it while protected by it. 

Most of those changes were to give the Court Mage a more unique identity playing around their Spell Shield, instead of leaning too much into Counterspell / Resistance to Magic. While the latter thematically fits an anti-magic bodyguard, it also infringes a little too much on the playground of the official Abjuration Wizard to our liking.

The School of Ruin

New to Solasta II, the Ruin Wizard is a damage focused archetype adept at taking down other spellcasters (and anyone else as well, don’t you worry about that). At level 3, Ruination Savant grants them 2 additional spells that deal damage to add to their spellbooks, with another one as well each time they level up. Destructive Magic, their second feature, gives their spell 1 additional damage for each damage dice they roll. For instance, Scorching Ray would deal 2d6 + 2 fire damage per ray, and Shatter would deal 3d8+3 Thunder damage in its AoE. 

At higher levels, Mana Feedback allows the Ruin Wizard to return a portion of the damage received when they are hit by a spell once per short rest, punishing spellcasters for targeting them. Finally, Deadly Resonance is a limited power that allows them to repeat a portion of the damage they inflict on their target with spells at the start of their next turn. Note that both of these features allow their victims to roll Constitution saving throws to dampen the damage received. 

The School of Ruin is a straightforward subclass, it’s there for those who just want to see their enemies’ HP burn down to zero as fast as possible. Everything in their kit is about dealing damage, and they excel at nuking down large swathes of foes.

The Rogue

Another classic of D&D, the Rogue gains a few tools with the 2024 update with Steady Aim at level 3 that gives them a more reliable way to hit their Sneak Attack at range and Cunning Strike at level 5 that allows them to trade a part of their Sneak Attack damage for various effects such as poisoning or tripping their enemies instead. They also benefit from the addition of 2024 Weapon Masteries, as they also get two weapons to master! The most notable mastery being Nick which lets them attack with two light weapons without having to spend their bonus action, thus allowing them to use Cunning Action as well (this has always been a pain point for dual-wielding rogues in the past). 

The Shadowcaster

Compared to the Commander and the Court Mage, the Shadowcaster was not a fan favorite… and yet it is returning? Why is that? Well my good readers, those who played a Shadowcaster in Solasta I know that one of its major flaws was that its identity, Shadow Casting, only came at level 13. Which is a little problematic when you start at level 1. This archetype was in our bucket of “thematically interesting, but poorly executed” which we wanted to revisit, and so we did!

Shadow Casting now unlocks at level 3 when you unlock the subclass, and allows you to use Sneak Attack on spells with attack rolls. You are also no longer limited in the schools to choose your spells from, which means you have more options to choose from.

At higher level, the Shadowcaster gains a stronger version of their previous Shadow Dodge, now named Into the Shadows, which allows them to teleport up to 25’ as a bonus action multiple times per day, as well as granting them two additional cantrips to learn. 

The Scavenger

Inspired by the faction of the same name who calls the Badlands home, the Scavenger Rogue is a survivalist who turns trash into treasure. Serrated Edge gives them additional slashing damage when attacking with a weapon once per turn, increasing their burst potential when stacked on top of a Sneak Attack. Haggler is a utility feature that adds a 10% price modifier when they buy or sell anything when dealing with merchants. 

At higher level, Slippery Fellow allows them to use Cunning Action to take the Dodge action a certain number of times per day. Simple, but very effective at keeping them alive! 

The Paladin

Our sacred warrior will be here for the launch of Early Access, ready to smite! Speaking of which, the Paladin had some limitations added with the 2024 update - with Divine Smite becoming a Paladin-only spell using a Bonus Action. While some people see that as a large nerf (which let’s be honest, it is), the good thing about this change is that Paladins are no longer encouraged to hoard their spell slots to spend it all in one or two turns spamming Divine Smite - opening their choices by taking down the former obviously optimal option. 

But it’s not just limitations they were stricken with. Lay on Hands is now a Bonus Action, removing the awkward moment of “should I risk trying to finish my foe, potentially dying if I miss? Or heal myself but potentially lose all the health I gained back if I get hit, effectively wasting a turn”. Nahhh, now we healing AND killing on the same turn! They also get Abjure Foes at level 9, a new way to use their Channel Divinity by frightening a number of foes, severely impairing their ability to fight. Oh and unsurprisingly, they also get to benefit from the Weapon Mastery addition! 

The Oath of Judgement

Coming straight from the Lost Valley DLC, the Judgment Paladin is an offensive archetype that chases the unjust and exact punishment (usually in the form of a swift death). As they were already pretty solid in terms of gameplay, very little has changed in Solasta II. 

Weight of Justice still restrains a target when hit, although it now also does a small amount of Force Damage on top and no longer needs a Bonus Action to avoid preventing it from being used with Divine Smite. Purge Corruption can now remove additional conditions now such as Stunned and Restrained on top of the previous ones like Poisoned and Paralyzed. And Aura of Righteousness, which increases damage dealt while under its effects, now clarifies that it only works with attacks - so no longer will it make Magic Missile the equivalent of fantasy shredder bullets. 

The Oath of Liberation

Unsurprisingly when a large nation such as Manacalon thrives on slavery, freedom becomes an ideal that many start to seek. The Oath of Liberation originates from the common folks who through small everyday acts of valor fought to free and protect slaves from the Manacalon Empire, later becoming a Paladin order after the formation of the Argad Republic. 

At level 3, they can use their Channel Divinity to blind an enemy at range for up to 1 minute with Blinding Castigation, or shroud their allies for a turn with Slip Away - which in the complete game will give them Invisibility, for now it has been replaced with Blur since… well invisibility hasn’t been implemented yet. The joys of game development! 

At level 7, Aura of Liberation prevents you and any nearby allies from being Restrained or Paralyzed. Take that, annoying Entangle users!

The Sorcerer

The seventh and first post-launch class of Solasta I, the Sorcerer will be available from the start of the Early Access in Solasta II. Often compared to Wizards, Sorcerers now have access to a few more tools with the 2024 update to distinguish them from their cousin, such as Innate Sorcery which is somewhat like a magic equivalent of the Barbarian’s Rage, increasing their spell save DC and giving them advantage on spell attack rolls for 1 minute. This, on top of the already existing Metamagic feature, gives them a solid position: the Wizard may be more versatile and know more spells, but the Sorcerer can cast their own arsenal more reliably and with stronger effects. Is that enough to tip the scales? That is for you to judge! 

The Mana Painter

Now that Multiclassing is official, the Mana Painter received quite a few changes to avoid their strongest feature being available at level 3. Mana Absorption, which allows them to use their Charisma Modifier for any Saving Throws against a spell, has now been moved to level 6! In exchange, they get Mana Shield at level 3, which grants them temporary HP any time they use a spell slot.

Mana Drain has also received a strong buff, dealing a lot more damage than before and recovering Sorcery Points scaling with your level, effectively giving the Mana Painter another way to recover Sorcery Points outside the base class Sorcerous Restoration.

The Star Child

A rare gift once only found among Siklas of the Lost Empire, a Star Child can now manifest in any family no matter their ancestry (although it is still an extraordinary occurence). Blessed by the night sky their affinity to mana is incredible, naturally marking them as powerful Sorcerers. 

At level 3, Shooting Stars manifest whenever they use Metamagic in the form of small stars flying towards the target, dealing additional force damage. At level 6, a Star Child can call upon a Guiding Star several times per day, granting them an advantage on their next D20 roll. 

The Cleric

Can’t start Early Access without a Cleric, can we? The last of the classic 4 (with the Fighter, Rogue and Wizard), the Cleric is ready to roll out with its 2… wait, 3 subclasses? Yes, turns out the Cleric does not follow any rules! 3 archetypes instead of 2, all of them from Solasta 1 and even featuring the SRD Life Domain when none of the other classes had an SRD archetype! What’s up with that? 

Well, domains are a little more complicated than archetypes for other classes - gameplay speaking there are already a whole buttload of official ones we need to work around, and lore-wise it’s a story centered around Maraike, the goddess of life and death of Solasta - meaning not having the Life and Oblivion Domain would be a little strange. And if you’re wondering why not stop there at 2 domains, well… Neither of those two encourage a frontline type of Cleric in 2024, so we decided to bring back the Battle Domain as well for those looking to run in mace swinging. 

Life Domain

Unsurprisingly the Life Domain does what many imagine Clerics do best - healing. For those who want a dedicated healer, Life Cleric is your best choice for now! Disciple of Life grants additional HP whenever you heal someone, Preserve Life uses your Channel Divinity to heal your allies as well, and Blessed Healer helps you heal yourself while healing others. Healing ahoy!

Oh and for those who were scratching their head when I said Life is not a frontline cleric anymore - the heavy armor proficiency has now been moved to the level 1 Divine Order of the base Cleric class, so being a Life Cleric no longer means you are among the few to have access to Heavy Armor

Oblivion Domain

Where there is life, there is death. And there are buffs too, as the Oblivion Domain has gotten some love! Gate Keeper now gives the Cleric the ability to heal unconscious allies to 1 HP from range with a bonus action a few times per day on top of giving advantage to death saving throws like it used to do. Herald of Pain damage now properly scales making it a respectable way to deal AoE damage on top of its weakening effect. And Mark of Fate got standardised to only work once per turn - but deal more damage in exchange. 

Battle Domain

To battle! Where the Oblivion Domain received a little more oompf, the Battle Domain needed to be reined in a little more as it severely stepped into the realm of the Paladin. Divine Fortitude and Armed and Ready remain the same, granting a healthy dose of Temporary HP once per day and allowing them to cast spells even with both hands occupied with weapons or shields. 

Decisive Strike received a little boost damage-wise but now incapacitates instead of stunning (let’s leave that to the Monk). And finally, Herald of Battle is no longer an aura (let’s leave that to the Paladin) and instead empowers your allies whenever you use Decisive Strike. While empowered, all attack rolls are automatically rerolled on a miss, and an empowered strike deals scaling additional force damage (once per turn). 


Wew! That’s the end of a long, long list! I hope you found this article exciting and are already starting to plan your party composition. We sure had fun designing them! See you in two weeks for our next article.

Article by Tactical Myzzrym

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27 January 2026
Dev Update #20 - The Year of Adventure is Upon Us!

Dev Update #20 - The Year of Adventure is Upon Us!

Warm greetings friends!

We hope this cold festive season has treated you well, for its harsh wind fell some of us for a bit. But let that not be an obstacle to our work, for Tactical Adventures is back at the office and firing on all cylinders to get our Early Access out on March 12th as recently announced! And just like most of you… we can’t wait for the day to come! 


Code faster, human.

Before we start, don't forget to wishlist Solasta II on Steam - it helps us a ton!

Community Stream #13 - Friday January 16th

Wew! With all the announcements back to back, I just realized our last chill Community Stream was in September - how time flies. It’s time to take a little breather and relax around the campfire - yours truly Myzzrym will be here on Friday to answer your questions and show you the game. A little. We wouldn’t want to spoil too much before you get to enjoy the game on your own after all!

Meet the Voice Actors

Joining Amelia Tyler in our latest story trailer are Ben Starr, Devora Wilde and Ellen Thomas! After wrapping up Solasta I, one of our main wishes was to shake things up a little on the narration side - and one thing that came up which we all agreed on was that we wanted to introduce more memorable characters to our storytelling. And more important NPCs also meant we started looking into more specific talents!

We first thought about Amelia Tyler when we were working on Shadwyn - that many may know as the narrator of Baldur’s Gate III (or more recently as Hecates in Hades II), we felt she would be perfect as our mysterious and villainous antagonist. I’m going to let you in on a little secret - some of you may remember that she was in many CRPGs in the last decade such as Divinity: Original Sin II and the Pathfinder games. Well, that’s also why her voice came to mind very quickly… Since, you know, most of us play a LOT of CRPGs in our spare time. A great vocal range, a natural ease to weave both strength and gentleness… Yep, we wanted Amelia for Shadwyn!

Ellen Thomas on the other hand was more of a “oh wait, did you watch Arcane? Wouldn’t she make a perfect Anabasia?” moment. A powerful character that commands authority naturally without having to resort to open threats, with full confidence in her own abilities - an absolute unchallenged ruler. We are excited to see how far Ellen Thomas will push her character and play around her… yet unrevealed particularities.

For the characters of Deorcas and Rickard we had quite a few ideas in mind and bounced them around until we decided to go with Ben Starr and Devora Wilde. Ben Starr because his performance as Clive in FF XVI was pretty incredible and because we knew he was a huge D&D nerd like us with Natural Six. Funny story, Rickard changed quite a bit since Ben started breathing life into the character - adding a few layers of issues such as alcoholism. Because we all love characters with problems in their lives, makes them more relatable eh?

Devora Wilde caught our attention with her role as Lae’zel in Baldur’s Gate as a very confrontational yet lovable character, with a complex story arc that could lead her to… very different and potentially tragic ends. This made her a prime candidate for Deorcas in Solasta II, a character driven by her violent bursts of emotions, lost in anger and doubt. Fun fact, we did not know about her working with Ben on Expedition 33 when we made that choice - which made them joke on site that they were once again reunited as brother and sister in another game (guess it was fate).

Early Access - A Primer

So, what can you expect from Solasta II at the launch of Early Access, versus what are we aiming for 1.0? Let us walk you through some of the most important points!

Character Creation & Customization

The Character Creator will be available from the start of the Early Access, meaning you can create your full party from the get-go! Worry not, for those of you who may not want to spend too much time in the Character Creator, we have also prepared one premade for each class if you want to jump into the campaign immediately.

Solasta II will start with 6 classes at first: Fighter, Cleric, Wizard, Rogue, Sorcerer and Paladin - with more coming in future Early Access updates (ideally we aim to have all 12 classes playable at 1.0). Each class will feature 2 subclasses, one returning from Solasta I with some balance tweaks, and another one exclusive to Solasta II - with an exception for the Cleric, who has 3 subclasses previously seen in Solasta I instead. 

Multiclassing will be available from the start, and additional class & subclass features will be added over time (same goes with spells, we’ll be adding more as time goes on). The max level cap will start at 4 and make its way over time to 10 for the 1.0 release. 

The game will also feature 4 ancestries at launch: Human, Elf, Dwarf & Halfling - with more coming in future EA updates. 

Content & Length

At the launch of Early Access you will have access to a portion of Act I, which we estimate might take you around 10h to 15h to complete (for a single run). Note that the foes you will encounter and challenges you will face will likely change over time as we fine tune the balancing and add new monsters to the bestiary. For this reason, make sure you send us feedback about your experience - it helps us a lot to understand what you like and what you… liked a little less, shall we say!

Some gameplay features such as flight and multiplayer are currently in the pipeline so they won’t be available in March, but rest assured that we’re working on them (and making good progress may I add). Of course, you can expect many more quests, locations, items and QoL settings to be added over time as well over the length of Early Access (and even beyond)!

If you have any questions feel free to drop by our Monthly Community Stream to ask us directly, or contact us via our Discord server. Cheers, and see you soon! Only a little more than 2 months left before Neokos opens its doors!  

Article by Tactical Myzzrym

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13 January 2026
New Cast Reveal Trailer - Solasta II Early Access coming out March 12th 2026!

New Cast Reveal Trailer - Solasta II Early Access coming out March 12th 2026!

It is finally time, adventurer!

Solasta II’s newest trailer is out, and with it the secret of the Early Access release date is laid bare. Grab your gear and polish your weapons, for we sail for Neokos on March 12th, 2026! In the meantime, come sit by the hearth to learn more about the characters and their talented voice actors who will accompany you during your journey.

Are you ready for more? Good, because we’ll be here on Tuesday December 16th to show some more of Solasta II live on stream! Mathieu (Creative Director), Xavier (Game Director) and I (Community Lead) will be playing and streaming some combat encounters and tackling any questions you may have.

That’s right, it’s time for fisticuffs! Too long has it been since we’ve directly shown battle in a live environment. Be ready to witness in action the classic four: Fighter, Cleric, Rogue and Wizard… plus a little companion joining the party! 

Make sure to join us on Tuesday December 16th, 9 am PST / 12 pm EST / 6 pm CET​​​​​​​

Article by Tactical Myzzrym

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12 December 2025
Dev Update #19 - The Factions of Neokos

Dev Update #19 - The Factions of Neokos

How are you doing, adventurers?

After learning about Neokos, you may think exploring it will be a leisurely stroll. Sure, you may run into a few bandits and monsters, but nothing a good walloping can’t fix, right? WRONG! As your party grows stronger, the various factions of Neokos will seek to know about your… dispositions. Are you friends? Or foes? 


Simba bellyrubs only unlock after you're done with the Feline faction questline. Now get to it!

Before we start, don't forget to wishlist Solasta II on Steam - it helps us a ton!

The Beacon

A powerful mage once said I am a Beacon of knowledge blazing out across a black sea of ignorance - oh wait, “wrong game” I’m being told. Regardless, one could argue that members of the Beacon probably regard themselves as such. 

Originally established by a large expedition from overseas, the Beacon was named as such as they were “bringing the light of the Manacalon Empire” to the savage lands of Neokos. Their expansion efforts started with carefully prepared intelligence work, staging local revolts to destabilize the established Siklas empire while the main forces landed. With strong arcane prowess and military might bolstered by the massive army of slaves Manacalon is known for, the Beacon quickly wrestled almost half the continent away. 

This aggressive expansion was suddenly halted by the Cataclysm - in the ensuing chaos, most of the slaves they brought along escaped their shackles and turned onto their masters. The Beacon, suddenly losing massive amounts of manpower and access to their most powerful tool, arcane magic, had to quickly retreat. With the inability to get reinforcement from Ferendragh and the fall of the Manacalon Empire, the Beacon ended up confined to the northern peninsula of this continent, with Caer Mar as its main fortress. 

Over the centuries since the Cataclysm, the Beacon has switched to a more diplomatic approach. Everyone knows it would take too much bloodshed to completely wipe them out due to their fortified position and geographic advantage - and with the tenuous relations between the other factions, the Beacon’s existence is… mostly accepted. 

A remnant of Manacalon, Caer Mar is still governed by strong laws and guards posted on every wall, ruled by a certain Lady Anabasia with a silken glove wrapped around an iron fist. However, the great city has long since opened its doors to travelers and merchants - these days, it is not rare to find people from other factions perusing wares or sampling ales in the streets of Caer Mar… although one wrong word and you could quickly find yourself rotting in dungeon cells for a long, long time. 

The Argad Republic

Named after Argad Ironfist, the main leader of the massive slave revolt following the Cataclysm, the Argad Republic is an aggregation of folks of any kind, from anywhere, who value personal freedom above all. Its people refer to themselves as Argeides, Argads or even “The Free” - which is a perfect reflection of the fact that the Argad Republic is not a monolithic faction. 

In fact, it is a faction full of contradictions. While they value freedom and equality, they also tend to have militaristic tendencies against those who do not share their view of the world. That same equality which is paramount to an Argad often only applies to other Argads, not to outsiders. And while they loathe slavery and lordship, their pursuit of wealth and land often means some people end up… more equal than others, to say the least.

You will find many kinds of worship in Argad. As they like to say, “You can never have too many gods looking out for you!”. That being said Misaye is favored amongst other deities, with most major Argad settlements displaying Copper Tablets of “The Declaration of Misaye and the Free” in their central market square - a permanent and visible declaration of Argad freedom. 

Argad politics can be extremely volatile with frequent clashes and arguments. Between the 2 appointed Consuls in charge of Civilian and Military matters, the 13 Senators supporting them and the Tribunes of the Hundred ratifying each proposal, discussions tend to be very lively - to the point that most end up retiring after a while due to stress. Unsurprisingly, this structure led to the formation of two major political groups, one in support of more militaristic measures while the other favors commerce. 

Interestingly, Bard Colleges are an integral part of the Argad Republic as many who follow this path share the Republic’s love of freedom and individualism. Beloved by common folks and naturally roaming the lands to share music and stories, these Bards tend to accumulate a lot of information which they then share to uncover corruption, infiltration and other nefarious plots. This allows the Republic of Argad to remain fairly protected against outside interference even without a strong central government.

The Combers

Very likely the most non-aligned faction on Neokos, the Combers are a loose organization of freelancers specialized in finding and trading all sorts of goods. If it sounds similar to the Scavengers, it is not by chance! The founders of the Combers created the guild after hearing about the Scavengers from a rare sailor hailing from Ferendragh, and decided to organize in a similar fashion on their own turf. 

Combers are an eclectic group of people who mostly left their former allegiance at the door. They don’t ask too many personal questions, they do not judge your appearance, all that matters is that you can hold your own when it comes to work. In the past, many Combers would actually delve into ruins themselves in search of rare treasures - but with many dying to traps and monsters they slowly settled for safer options, letting adventurers take the risk and providing services for a smaller cut of the profit. 

Some would belittle the Combers and regard them as mere junk gatherers, but that couldn’t be further from the truth. When you need a specific item found, you go to the Combers - they are the ones who could find a needle in a haystack. An unbelievable amount of items, valuable or not, go through their hands, and they have a knack for sifting through them to make sure each finds the right buyer. 

The Combers also have a fair share of researchers and scholars, who pour time and effort going through every obscure document found by others. It is not rare for a party of adventurers to find hidden doors or secret rooms thanks to Comber help - though of course, rarely for free. To be fair, do you really want to spend the next few days excavating each valuable item from the ruins you just cleared?

The Ka’Umm

Claiming to be the oldest dwellers of Neokos, the Ka’Umm are a collection of nomadic tribes of varied origins who roam the lands following a path known only to them. They claim to have no enemies and live a simple - although dangerous - life centered around traditions, the pursuit of wisdom and understanding of magic. 

The People, as they call themselves, can be found all over Neokos. The vast majority of them are physically fit as they mostly travel on foot, with some even pulling wagons by hand when not enough draught animals are available. They have a strong affinity with magic, with most tribes having at least a druid or a wizard amongst them. 

Ka’Umm tribes are not only defined by blood or legacy - one can freely leave their tribe to join another. Tribes can split if internal tensions arise, or if they feel like they became too large, with most consisting of about 50 to 150 people. They value friendship and knowledge above all; one is considered rich not by the amount of gold they possess but by the wisdom they share and the number of friends they can count on. Gold and silver are but a decoration, and they trade through barters, gifts and favours. 

Interestingly, although their culture predates the Cataclysm, the Ka’Umm have taken to the worship of Arun and Maraike alongside their native belief of the Dream Song - a huge tapestry of resonance and harmonic sounds that they believe holds the universe together. Most Ka’Umm idioms reflect this, with phrases such as someone lacking harmony denoting a person’s poor character, or giving praise by calling someone a good listener. 

The… other factions?

Those four are not the only ones you will run into during your journey on Neokos, but we do not wish to reveal all of them just quite yet - where would be the fun in that?

We will just leave you today with the knowledge that… Yes, there once was a Siklas Empire, and yes it was destroyed. And no, they are not the only endemic ancestry of Neokos.

Alright, that’s it for today. Look out for more news of Solasta II… very soon! 

Article by Tactical Myzzrym

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2 December 2025
Dev Update #18 - Uncovering the World Map

Dev Update #18 - Uncovering the World Map

Look sharp adventurers!

Does everyone have their backpack ready? Ration check? Alright, it’s time to head out into the wild unknown! Join us today on a trek to discover Solasta II’s World Map - and the vast freedom of exploration you will enjoy (especially compared to Crown of the Magister). Let’s go!

To adventure we go, follow Emji and fortune will follow! (possibly. maybe.)

Before we start, don't forget to wishlist Solasta II on Steam - it helps us a ton!

A whole new World

A new fantastic point of view! Alright alright, let’s stop lest we anger the great rodent god from beyond. Although we revealed Solasta II’s brand new world map on stream a few weeks ago, we wanted to do a little deep dive for those who might not have been here to listen to us yapping for almost 2 hours about it. Behold!

Oh boy, where do we even start! If you played Solasta: Crown of the Magister, you’re already seeing a lot of differences with the first game. First is the fact that the world map is now in 3D, and no longer a 2D illustration upon which the party travels. Which allows us to do this!

You can zoom in quite far to appreciate each landmark you come across and get a slight idea of what’s awaiting you inside if you enter. Forests have trees, coasts have sand, and most importantly - you are no longer limited to traveling from location A to location B. That’s right, this is a hex-based map that you can uncover one tile at a time! 

That’s also why you’re seeing a Movement bar on the bottom of the screen - with 4 Regular Move points, and 4 Forced March points. Depending on the terrain you’re crossing, you will burn a different amount of movement points - forcing you to take more time when not sticking to the roads between major settlements.

As you can see here when hovering the neighbouring tile, you are informed of the type of terrain as well as its movement cost (Grassland, 2 points). It’s also warning you that attempting to move will trigger Forced March, which is a nasty condition that can really ruin your day if you happen to get into a fight while exhausted!

As you can see here, after moving through two different tiles under Forced March, some of my party members gained a level of exhaustion, decreasing the result of all their D20 rolls by 2. One even gained two levels, meaning they’re getting a -4 penalty! If that wasn’t enough, they also move slower in combat by 5 feet per level of exhaustion.

But what’s this? Is it night time?

It absolutely is! When moving under Forced March, you will no longer be traveling under the sun and will be relying on the stars to guide you instead. This means encounters could get more dangerous… Is it really a risk you’re willing to take in order to save time and food rations?

World Map Events

Remember when we showed you Random Encounter Maps and told you that you might come across these small combat arenas during your travels? Well, the good news is - Solasta II does not limit its World Map Events to combat encounters!

When roaming the map, you have a chance to stumble upon random events. Some of them only appear under certain conditions, such as being confined to a particular biome, time of day or even depending on the outcome of some previous encounters - which makes exploration that much more interesting! 

In this example, you can see that during Forced March (since we’re at night), our party has spotted a kettle of vultures circling the skies. You have several different options to choose from, some of which may result in combat!

Here we decide to roll a Perception check to learn more about the situation. Uh oh, turns out these might not be “just vultures”. Had we approached immediately, we could have been in some serious trouble. Maybe we should just steer away for the night, and not risk a combat encounter while exhausted.

Some of you may have noticed that our little scene here takes place in the forest - that’s because our party is currently traveling through a forest tile! Had it been a coastal tile, or a grassland tile, the background wouldn’t be the same. We have made several little scenes in each biome to give random events a little more life as you travel, so you get to see your party not only during fights but also while they roam the lands.

Alright, that’s it for today! As we’re creeping closer to the release of Early Access, we’re back to a steadier rhythm of two news per month - so expect more from us very soon. Don’t think our Galaxies Trailer is all we were going to give you! 

Article by Tactical Myzzrym

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18 November 2025
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Our Team

Led by Mathieu Girard, who dreamed of making a D&D game and deep RPGs since his youth, Tactical Adventures’ team is filled with experienced industry veterans.

Brought together by our shared expertise and passion of making games, we are committed to our craft by keeping the studio to a relatively small size of around 35 people, allowing us to remain efficient and focused on creating great games with satisfying gameplay and powerful narratives.

As people who love both video games and Tabletop RPGs, our objective is to deliver a unique experience to players on both computers and consoles. With the support of trusty external partners, we are a united and ambitious team ready to take on our next challenge!

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We are committed in giving our players the experience of playing a Tabletop RPG… but onscreen, through the faithful adaption of existing rulesets and the creation of vibrant fantasy settings!

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