Everlasting Odyssey heroes resting beneath a glowing tree in a magical fantasy landscape
Everlasting Odyssey heroes resting beneath a glowing tree in a magical fantasy landscape
Everlasting Odyssey heroes resting beneath a glowing tree in a magical fantasy landscape

IN DEVELOPMENT

IN DEVELOPMENT

IN DEVELOPMENT

CREATE YOUR OWN TACTICAL SOLUTIONS

CREATE YOUR OWN TACTICAL SOLUTIONS

CREATE YOUR OWN TACTICAL SOLUTIONS

An open-world fantasy tactics RPG where AP-driven turns, deep party builds, and player-directed exploration give you the freedom to solve battles your way.

An open-world fantasy tactics RPG where AP-driven turns, deep party builds, and player-directed exploration give you the freedom to solve battles your way.

An open-world fantasy tactics RPG where AP-driven turns, deep party builds, and player-directed exploration give you the freedom to solve battles your way.

AP-DRIVEN TURNS

AP-DRIVEN TURNS

7 BASE JOBS + SUB-JOBS

7 BASE JOBS + SUB-JOBS

OPEN-WORLD EXPLORATION

OPEN-WORLD EXPLORATION

PREMIUM PC-FIRST

PREMIUM PC-FIRST

TACTICAL FREEDOM // PROOF 01

ONE TURN. MANY POSSIBILITIES.

ONE TURN. MANY POSSIBILITIES.

Action Points let a unit move, reposition, and combine multiple skills in a single turn. Push enemies into danger, pull allies out of trouble, flank from behind, and adapt your sequence as the battlefield changes.

Action Points let a unit move, reposition, and combine multiple skills in a single turn. Push enemies into danger, pull allies out of trouble, flank from behind, and adapt your sequence as the battlefield changes.

The goal is not complexity for its own sake. Every mechanic should create another meaningful way to solve the problem in front of you.

The goal is not complexity for its own sake. Every mechanic should create another meaningful way to solve the problem in front of you.

TACTICAL SEQUENCE

PLAN MORE THAN ONE ACTION.

01 MOVE ACROSS THE BATTLEFIELD

02 REPOSITION BEFORE ACTING

03 COMBINE SKILLS IN ONE TURN

04 ADAPT AS THE BATTLEFIELD CHANGES

BUILD EXPERIMENTATION // PROOF 02

BUILD ROLES, NOT MOVESETS.

BUILD ROLES, NOT MOVESETS.

Seven base jobs, advanced paths, one active sub-job, cross-job passives, equipment, and party composition are designed to produce behaviorally different tactical approaches.

Seven base jobs, advanced paths, one active sub-job, cross-job passives, equipment, and party composition are designed to produce behaviorally different tactical approaches.

JOBS + SUB-JOBS

Knight, Archer, Mage, Priest, Thief, Grappler, and Merchant form the foundation. Advanced jobs and one active sub-job let each character specialize without erasing their history.

SYNERGY BY DESIGN

Skills are built for interaction: place a lingering ground effect, then use another job to push or pull units through it. Positioning, resource use, strengths, and vulnerabilities all matter.

EXPERIMENT WITHOUT GRIND

Allocatable experience and flexible party development are intended to make new builds practical to try, so mastery expands your options instead of locking you into one path.

PLAYER-DIRECTED DISCOVERY // PROOF 03

EXPLORE A WORLD, NOT A MISSION LIST.

EXPLORE A WORLD, NOT A MISSION LIST.

Travel through kingdoms, towns, dungeons, and wild biomes on foot. Find guild quests, gathering nodes, environmental discoveries, and optional stories without being forced down a single central path.

Travel through kingdoms, towns, dungeons, and wild biomes on foot. Find guild quests, gathering nodes, environmental discoveries, and optional stories without being forced down a single central path.

Gather materials, craft equipment and consumables, prepare an eight-character exploration party, and decide which opportunities are worth the risk before returning to town.

Gather materials, craft equipment and consumables, prepare an eight-character exploration party, and decide which opportunities are worth the risk before returning to town.

A PLAYER-DIRECTED EXPEDITION

TOWNS + GUILDS

Prepare, recruit, trade, and choose quests.

WILDS + DUNGEONS

Travel on foot and decide which fights to take.

GATHER + CRAFT

Turn discoveries and monster drops into preparation.

OPTIONAL STORIES

Follow independent quest lines in any order.

DEVELOPMENT STATUS // TRANSPARENT BY DESIGN

THE SYSTEMS BEHIND THE ODYSSEY

THE SYSTEMS BEHIND THE ODYSSEY

The current build is a curated expression of the game’s intent. Core systems are taking shape while the team continues building toward a polished playable demo.

The current build is a curated expression of the game’s intent. Core systems are taking shape while the team continues building toward a polished playable demo.

COMPLETED FOUNDATIONS

Positioning, turn order, flank and rear bonuses

Base implementation of jobs and sub-jobs

Overworld generation tools

Gathering nodes

One dungeon and one plains map

CURRENTLY BUILDING

Advanced jobs, skills and animations

The first accessible town and demo loop

Elevation and terrain interactions

Interface and presentation polish

More areas, encounters and discoveries

THE JOURNEY STARTS BEFORE LAUNCH

FOLLOW EVERLASTING ODYSSEY.

FOLLOW EVERLASTING ODYSSEY.