
Epoch: Unseen
Revived a stalled SRPG and rebuilding it to match current sensibilities.
Role
Design, combat structure, scenario, UI/tools
Tags
Links
Highlights
- Story-driven medieval fantasy SRPG
- Command skills and enemy manipulation as the combat core
- Fire Emblem-inspired feel
Pulled out an old SRPG I'd stopped working on. Reopened the code — absolute garbage. The setting felt off against current taste too, so rather than restoring, I rebuilt around what I want now.
Closest comparison: Fire Emblem. Echoes, Three Houses — that lineage. A story-driven medieval fantasy SRPG carrying that feel.
The protagonist Erich can trigger game-turning command skills based on ally formation, and can take control of enemies to use as minions. These two mechanics anchor stage strategy. Class growth, battlefield direction, character portraits — all shaping the game's tone.
Most satisfying part: the late-game story. Still far from reaching it, but the feeling that it'll be good is there.
Links
Devlogs and related posts in the hub below.
Project logs
Related posts
Development logs
Epoch: Unseen Devlog 1 - Restart
Pulled Epoch: Unseen out of hibernation, stripped legacy structure, and laid the foundation to resume development.
Epoch: Unseen Devlog 2 - Tilemap and Combat AI Foundation
Dropped custom-built tools in favor of Unity Tilemap, a range-setting editor, and Behavior Designer for AI.
Epoch: Unseen Devlog 3 - Filling the Combat Prototype
SPUM sprites, protagonist design, combat animations, and battle formulas — filling in the combat prototype materials all at once.
Epoch: Unseen Devlog 4 - Combat AI and UI Draft
Established the Directive/Force/Policy AI structure, scenario graph, and initial combat UI.
Epoch: Unseen Devlog 5 - Counter System and AP Rules
Locked down counter-attack and AP rules, refactored, and set the finish line for the combat phase.
Epoch: Unseen Devlog 6 - Setting and Project Name
Locked the medieval fantasy direction and the name Epoch: Unseen. A short checkpoint.
Epoch: Unseen Devlog 7 - Lua Migration and Class Tree
Dropped Graph assets, reverted to Lua/code-based data structures, finalized the class tree, and cleaned up UI.