A hex-tactics SRPG where allies and enemies share one turn order—read who moves next and strike before your line breaks. Pick your destination each sortie, but strong enemy patrols roam the map: slip past or fight. Capture the wounded for their gear and rebuild a ruined fort. 90s cel-anime style.
A Man Without Glory
In his last life he was a convenience-store manager who collapsed and died on his thirtieth straight night shift. He woke in another world and was taken in by a mercenary company before he understood what had happened. A man born in modern Japan has no business fighting — but running messages, hauling supply, securing retreats and plugging holes in a crumbling line? That, he can do. Work that decides battles and never reaches the honor rolls.
In the rain and mud of the battlefield, your job is not to kill — you fill the gaps in a collapsing line and carry those who can no longer walk to the rear. Allies and enemies act in one interleaved turn order — and before you ever think of killing, you notice who moves next, where the left flank is thinning, and what waits behind the rain. That eye for how a battle breaks will decide where you belong.
Savina the Whitewasher
After the war, your name is called — not for glory, but as a summons from Savina, the knight-commander of ill rumor: those she calls vanish from the army's books.
She hands you a freshly captured ruin of a border fort — and the title of its “caretaker”. The ones who gather there, in time, are people with nowhere else to go: disgraced knights, troublemakers, the walking wounded. Fail, and you will be painted out of the ledger in white. But you have run understaffed, undersupplied workplaces before.
Winning Isn't Enough — Bring Them Home
The battlefield does not ask for kill counts.
- Capture wounded enemies and take their gear; rescue, shield and evacuate your own — no one has to die.
- Juggle fatigue, morale, supply and the expedition's balance sheet. Retreating at a loss is a real decision.
- Weather, incidents and bounties make every sortie different.
Overwork your best soldiers and they break. Win the battle but lose your people, and the place you are building grows thinner.
Turning a Ruin Into a Home
Your base is not a town — it is the captured fort itself. It does not grow by spending resources on numbers. It grows with people: an engineer seals the broken wall, a hot-spring digger strikes water, a merchant opens a supply route.
Fiene's Ledger
A young auditor named Fiene is attached to the fort. Personnel, supplies, expenses, losses — everything is recorded in her ledger. On the page she is polite and correct; in the margins, her private notes scribble the real story.
"Whitewashing" is a rumor that erases people — and, at the same time, a mechanism that lets the erased escape the army's books alive. In the end, Fiene's ledger becomes proof that the whitewashed truly lived.
A 90s Doujin Heart
A hardcore hex SRPG in the lineage of the stern tactics classics of the 90s, drawn with the texture of 1990s cel anime — the sternness of classic SRPGs and the feel of a faded old ledger.
Features
- Read the battlefield — allies and enemies share one interleaved initiative order, with a preview of who moves next.
- Capture and attrition — take wounded foes for their equipment; rescue, shield and retreat your own. Run a mercenary company on fatigue, morale and supply.
- Slip past or fight — powerful enemy patrols roam the campaign map. Avoid them and hurry on, or hunt them for their gear. Your call.
- Retreat at a loss — expedition budgets, weather, incidents, bounty heads. Winning is not everything.
- A fort that grows with people — each recruit opens a new wing or function of the ruined fort.
- The ledger as a frame — the young auditor Fiene records everything; her margin notes leak the story's true voice.
- 90s cel-anime style hardcore military fantasy.