Rebel Hearts: "Eclypse" is inspired by classic Tactical-RPGs such as Vandal Hearts.
Vandal Hearts 1 was developed & published by Konami, released in 1996. The goal of this project was to explore grid-based, turn-based combat and multiplayer networking whilst building a foundation for larger game systems. I enjoyed Vandal Hearts and wanted to reproduce that, whilst expanding further with modern day technology and mulitplayer capability.
Available 09/10/2026
alpha demo build 0.75 - Windows O/S. This is NOT the main public facing demo - more of a proof of concept tech demo. Please read the readme.txt in .ZIP before playing!
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Available Now 26/08/2026
alpha demo build 0.72 - Windows O/S. This is NOT the main public facing demo - more of a proof of concept tech demo. Please read the readme.txt in .ZIP before playing!
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Update 0.73
Players 3 and 4 have their battle indicators (aka coloured circles) visible for the owning clients.
Player 1 can sometimes load into a Local Area (aka campsite or village) without indirectrly loading Players 2, 3 AND/OR 4 characters into it.
(Still issues occasionally with P1 visiting Local Areas indirectly loading P2, P3, P4 characters locking out movement)
Changing day night cycle reliable works for other connected players/clients.
Update v0.72 23/08/2026
Supports 1-4 players.
Update v0.71 20/08/2026
Player 2 Remote Client can late join game now whilst Player 1 Host Client is within a Local Area without error.
Player 2 Remote Client can late join Battle Event whilst Enemy AI is mid turn without error.
Player 2 Remote Client no longer loads the Local Area that Player Host Client visits alone.
A bunch of fixes made here, over looked a few seperation of concerns regarding design.
v0.71 should run as 0.7 was intended to be.
Update v0.70 18/08/2026
Supports 1-2 players.
demo updated 20/03/2026
alpha demo build 0.24 - Windows O/S. Please read the readme.txt in .ZIP before playing!
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This build is intended for testing connectivity, turn order, and squad interactions! - gameplay is minimal and unfinished. This demo highlights our networked combat system, where both Player 1 and Player 2 control their own units while enemy AI operates autonomously. All AI actions - including movement, attacks, and turn order — are fully synchronised over the network. The demo provides a clear view of our AI behaviour, combat logic, and networked state management in action, showcasing the game’s tactical depth and serving as a foundation for further multiplayer development.
Prototype build - Windows O/S. Please read the below before downloading & running!
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An early networking prototype for an isometric Tactical RPG concept, created to test & validate online/network systems, not a fully playable demo, nor the official public facing demo.
• Host starts the game on Windows and clicks “Host”. Host shares their public IP with the other player.
• Client launches the game and clicks “Join”, entering the host’s IP. Additionally ensure your port: 7777 is open and that the firewall allows the prototype. That's it! Now start playing.
• Player 1 Host gets priority turn first. Player 2 Remote Client can only observe the current player' actions until their turn is over & vice versa.
• Turn over is executed only when the current player has selected 'Done' on each of their squad members 'Engange Menu' options.
• You have 'Move', 'Attack', 'Status' and 'Done' options per squad member.
• You are NOT locked into Attacking or Moving in a particular order. However, when you select one of these two options, you will be required to follow through with it.
• When the opposing player, or yourself has no more squad memebers left, the 'game' is over. You will have to hard quit the prototype (easily enough done).
• Squads are locked into spawn at 6 members each.
• Player 1 will always have Melee equipped squad members.
• Player 2 will always have Ranged.
• Each squad is locked into partially randomly Levelled & Equipped.
Please ping me your feedback at wildlogicgames@gmail.com!
This prototype uses Unity’s Mirror framework to handle all networking functionality. It builds directly on our earlier prototype, retaining its core systems while transforming the experience from player vs AI into a player vs player format. The prototype now supports hosting, local client connections, and remote client connections, with networked state correctly synchronised across both players. With these goals achieved, this prototype marks the completion of our multiplayer proof-of-concept and serves as a solid foundation for future development.
Build 19/01/2026
How the grid is generated has been amended to support changes in visuals (aka grid cells). We also have lighting now, alongside other subtle changes. I think this an improvement & step in right direction. This is all synched with connected clients!
Build 14/01/2026
Ok RNG balancing with character Lvl & stats achieved. We have our Evade, Defend & Hit vfx & sfx too. I'm leaning in toward this kind of themed sound. Music is ambient silence filler, more todo. Enemy -retaliation during player attack phase is next.
Build 12/01/2026
Still tuning the balance between class, level, attributes, and RNG. So far it’s feeling organic and fair, at least in my totally unbiased opinion.
Build 09/01/2026
We have Block and Evade chances now baked into squad character class! (without vfx & sfx) This is 2/3 for a complete attack sequence. Failing the aforementioned, target gets a chance to Attack back, if within range.
Build 08/01/2026
Network squad characters now feature path-finding execution during the "Move Event" to ensure we don't walk through other characters on the grid 👌
Build 07/01/2026
We've updated the camera behaviours and incorporated the compass UI, of which is tied into the isometric views applied to camera. All synched and working between connected clients.
Build 05/01/2026
A UI update here alongside many subtle UX changes. The basics to the Archer class is also now implemented, working nicely, synched between all connected players.
Build 03/01/2026
Further work done on the Archer class. Here we have various Levels and Equipment between the Bowman. The projectile attack sequence will be the next thing to sync between connected players.
Build 02/01/2026
A start to implementation of the Archer class - UI changes playing nicely between class swap character selections
Build 30/12/2025
Basic player squad attack states synched and working between connected clients.
Build 29/12/2025
Players turn (or identity, indicator) has been made more prominent with the use of a collection of visual queues both in UI & game world i.e blue player 1, red player 2
Build 28/12/2025
I've extended the squad UI further and synced the new additions over all connected clients. I just need to complete the additional attack animations before continuing with that
Build 24/12/2025
So we have player vs player attack & move states nearly complete! All synced & communicated between Host & Clients. This is another good milestone 🙌
Build 22/12/2025
Squad character animations, camera behaviour events and some UI behaviours all synced between connected clients. I also made a brief start on attack events
Build 20/12/2025
I’ve managed a ton of progress this week, network programming takes twice as long! Here we have each players squad making their movements, synced between host & client real time 💻💻
Build 19/12/2025
We have changed some textures, added grid cell surface objs aka Trees, of which are synched between players,alongside player obj portrait cameras (UI). We also synched two way camera control between players
Build 18/12/2025
Here we have Character obj spawns alongside with their Squad indicators (coloured circles) with associated UI data. All synced & communicated between Host & Clients. This is a good milestone!
Build 16/12/2025
Further real time changes between host & client - specifically action events between the two. This is communicated bottom right of screen.
Build 13/12/2025
Grid click changes between both host client & remote client both update on each end real time.
Build 12/12/2025
We have achieved grid gen & communicated this across host&connected clients. We also achieve material click changes from host to remote client. We also update connected-disconnected clients
This project is a single-level isometric tactical RPG prototype featuring grid-based, turn-based combat. It focuses on core systems including unit control, basic enemy AI, and squad statistics, serving as a foundational gameplay proof-of-concept. This prototype represents an early exploration of the game’s mechanics. While intentionally minimal, it successfully establishes the core gameplay loop and provides a solid technical baseline for future expansion.
See below video for bare bones brief demonstration. - WebGL Web Browser
Here we share feedback, bug reports & ideas based on the prototype & beyond.
Build 29/10/2025
Enemy AI movement & attack behaviours. This was more complicated than initially estimated but we have bare bones here.
Build 09/10/2025
Enemy AI turn behaviours. Here we nearly have enemy movement working & implemented. Final Stage will be posted following this one.
Build 30/09/2025
Player turn cycle complete. Environment upgrades and more. Prototype nearly complete. We just require enemy AI turn for barebones conclusion.
Build 26/09/2025
Testing Player VS Enemy squad attack & death state behaviours.
Build 23/09/2025
This build gave the solution to player restricted areas ie. inability to walk on-over water/rivers. The solution was BFS - Breadth-First Search and A* Path finding. I also tidied and tightened up my code base. Well worth it
Build 15/09/2025
Build 13/09/2025
Build 11/09/2025
Build 09/09/2025
Build 05/09/2025
Build 03/09/2025
Single Player Prototype - Stage 8 source.