Thornwall Compact — rain-soaked guild city at dusk, cloaked commander overlooking rival guild halls across a misty canal
PC Game Concept  ·  Tactical RPG

Thornwall Compact

You inherited a failing mercenary guild in a city where contracts are sacred and killing the wrong man is a capital crime — now survive.

Genre  Tactical RPG
Platform  PC (Windows)
Input  KB + Mouse · Controller
Price  $29.99  (EA $24.99)
Status  Concept

Fans of Tactics Ogre: Reborn and Disco Elysium who want their tactical decisions to carry genuine political weight. They love deep faction systems, rich flavor text, and scenarios where following the rules might kill you — but breaking them might be worse. They've bounced off games that reset to neutral after every fight.

Thornwall is a rain-soaked free city surviving on contract law and commerce. Three powerful guilds control its six districts. You are the new guildmaster of the smallest one — and the previous guildmaster didn’t retire. Late-medieval noir: cobblestone canals, iron lanterns, rival banners, a legal compact older than the ruling council.

30-Second Loop

Position units on a grid. Manage a two-slot action economy. Before confirming any attack, the UI flags active contract clauses it would breach. Execute — or call your Advocate to renegotiate mid-battle first.

30-Minute Loop

Accept a contract, read its clauses, deploy across 3–5 encounters. File your post-mission report. The district control map shifts based on how the city witnessed your methods. Choose next week’s jobs from a board rival guilds have already picked over.

— ◊ —

Week 1 establishes core grid combat. Weeks 2–3 integrate the clause system and Advocate renegotiation mechanic. Week 4 wires up the district sovereignty map. Week 5 links the investigation thread and Guild Ledger. Week 6 delivers a full 3-mission contract arc for external playtesting — clear milestone, clear signal on whether the clause system earns its complexity.