Under development

Nostalgica

An isometric pixel RPG for phones. Walk the world one tile at a time, hunt what moves, and earn every level with the weapon in your hand.

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The market square of Greenhollow: halftimbered houses, stone lamps and market stalls.
A goblin camp in the woods: tents, barrels, a campfire and one goblin facing the hero.
The bottom of a ladder inside a cave: stone tunnels and dead ends, with a cave rat hunting nearby.
The Bone King stands in a walled lair of statues, braziers and bones, surrounded by snow.
Ashfall: a walled lair of obsidian shards, bones and braziers in a dead forest, with the Ash Sovereign standing in it.

01 / 05

Greenhollow

A town with shops, a tailor, an alchemist and a temple that keeps you safe. Walk out of the gate and the protection ends.

  • Town
  • Shops
  • Safe zone

The wilds

Monsters notice you from seven steps away and come for you. Every swing trains the weapon you are holding, so the fight is the practice.

  • Hunting grounds
  • Skills by use
  • Two-second swings

Beneath the hills

Ladders, holes and stairs open into caves that keep going: winding tunnels, dead ends and chests that only open once per character.

  • Floors
  • Caves
  • Hidden chests

The sealed door

At the bottom of the map, a walled lair waits for a party. Pick tank, healer or damage; the rest of the party is filled by echoes of other players.

  • Boss lair
  • Party roles
  • One map boss

Ashfall

Beat the king and a portal opens to the next land: burned trees, its own creatures, a harsher sovereign. The tower of maps goes up from there.

  • Second map
  • New creatures
  • Portal onward

What lives out there

Every creature, drawn by hand

Each one has its own walk cycle, its own loot table and its own idea of how close is too close.

The game on a phone: a joystick in the bottom-left corner, four skill buttons, target, heal, potion and trinket on the right.

Built for a phone

One thumb. Nothing else on the screen.

  1. 01

    Walk like you mean it

    A joystick in the corner, or touch the ground and the hero walks there. Hold and drag and it becomes a thumbstick.

  2. 02

    Point at what should die

    Touch a monster and it wears the red mark. The hero follows and swings every two seconds until one of you stops.

  3. 03

    Seven buttons, all of them yours

    Four skill buttons around Target, plus heal, potion and the trinket. Keyboard and mouse work on desktop.

Under the hood

A classic RPG, not a clicker

Old numbers that people still argue about, kept honest: experience curves, hit chance, drop tables. Everything is earned inside the game.

The boss lair door, with the party prompt: pick tank, healer or damage.
A boss party, filled from echoes of players on your floor.

MMO-lite

Other players, without a server that bills by the hour

The world runs on your phone. When you sync, the server hands back echoes: real characters of other players, driven by the game while you are online. They hunt near where they were hunting, they heal themselves, and they die like anyone else.

  • Share a hunt. Experience splits by damage dealt, exactly like the old games.
  • Loot belongs to whoever hurt it most. A corpse somebody else took is not yours to open.
  • Party for the boss. One tank, one healer, three damage; real players when they are around, templates when they are not.

Under development

It plays. It is not finished.

Nostalgica is being built in the open, one system at a time. Everything below is in the build, and everything below it is not.

In the build today

  • Two maps: Greenhollow and Ashfall, with their towns, caves and lairs
  • Combat, corpses, loot, levels and death that costs experience
  • Fifteen basic skills, chained in three branches
  • Bosses, minibosses and party roles
  • Echoes, shops, warehouse, trinkets and seven rarities

On the bench

  • More maps up the tower
  • Houses with real interiors
  • Every creature with its own art, not recolours
  • Inspect, greet and trade with echoes
  • A hardcore mode where death is final

Maps, art and numbers change weekly. Nothing here is a promise of a date.