Heavensfall - Tactical Mecha RPG with character-driven Narrative Focus

Hey there! I’m Kitsune, creative director over at Team Lilypunk.

We’re working on Heavensfall, a narrative-focused Tactical Mecha RPG.

Heavensfall is envisioned as a game about a revolution against an exploitative coalition of space colonies with two separate, but tightly interwoven gameplay loops.

The “Slice of Life Sim” component will allow the player to control their chosen protagonist directly, engaging in daily life, pursuing relationships with their squadmates, and interacting with the narrative on a personal level. The goal is to facilitate more personal engagement with the characters and the narrative, and promote the understanding that these characters are still functioning as people (or at least trying their best) outside of the violence and chaos of urban and space warfare. This portion of the game will be illustrated through an isometric viewpoint, coupled with Visual Novel-esque dialogue and choice systems. The player can move freely throughout various environments they may be stationed at in between combat - be it a field encampment, an occupied city, a vessel they serve aboard, or a space station.

Management of personal free time and mental health should be key points to touch on, but more important is a Persona-esque “Bonds” mechanic. These “Bonds” are a gamified representation of the player character’s interpersonal relationships with their fellow pilots and various other characters throughout their campaign. They can progress in different ways, and in turn, can affect the overarching narrative of the character’s personal campaign. In addition, pursuing certain Bonds will grant the character access to appropriate equipment, skills, and abilities related to the Bond in question. As such, they serve to drive the player’s progression in…

Tactical Mecha RPG segments.

This component of Heavensfall will be the driving action of the game. Each of the campaigns centers on a pilot fighting in the rebellion of Earth against the spaceborne Empyrean Coalition, and this portion of the game will depict that warfare in detail. Players will command a small squad of Striders during skirmishes in this conflict. An isometric, “drone camera” viewpoint will be the default perspective, during which the game controls in a turn based fashion, a la XCOM or Fire Emblem.

However, rather than commanding units to move and fire from afar, players will select an individual character to control for a brief segment of semi-realtime combat. They will be able to move their unit freely, using up a limited meter of Action Points to do so, and aim their shots from an over-the-shoulder camera viewpoint. During this time, the enemy units may also fire freely on the controlled character, forcing the player to consider their approaches carefully, and make their moves quickly and decisively, lest they be cut down. Likewise, the enemy force can be badly hampered or even destroyed by proper positioning and concentration of firepower. The player will have a limited number of orders they can give to units per turn, allowing for some level of tactical flexibility. They may spread their Orders over the squad to have them move and fight as a unit, or command a single unit multiple times to make a focused push, at the risk of overextending, or even straining their pilot and incurring psychological penalties.

Environments will vary. Urban warfare will be typical on the ruined Earth, but as the conflict progresses, battles may occur in space, in the desert, or within the depths of the ocean. Enemies will likewise have some variety - enemy Striders will not be uncommon, but nor will enemy infantry, tanks, airborne drones, and titanic spacecraft that must be taken apart piecemeal.

I run a devlog, but Bluesky is where I post most consistently. I’d love to have a playable alpha demo released to the public by the end of the year, and we’re working on a Kickstarter as well - though that probably won’t be dropping until the first half of 2026.

We also run a Ko-Fi - we’d really appreciate any support you can spare!

And of course, I’ll be posting updates here too! :pink_heart:

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Sounds great, looks great! Can’t wait to see trailer and demo :)

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Building this is the most fun I’ve ever had in game dev. Can’t wait to get a few more of the systems in place so we can see it really come to life

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This made me grin while I was reading this description - this kind of diegetic presentation feels like it will add a lot to the experience.

I don’t want to quote all of the images above and make a giant reply but all of the character art is really fantastic. The low-poly mech is great too - that concave face shape makes for a striking and cool silhouette. I’m reminded of the Vahki Bionicle sets from 2004, which I think were some of the coolest figures they ever made (this mech of course doesn’t have the giant jaws that could launch disks, but I think that head shape is just so awesome).

2004 Vahki Render of Keerakh

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I’m so glad you like the designs - I think the Mandate’s turned out excellent. :pink_heart: I was shooting for the kind of “iconic” design that you could put on a cover or a title screen - I may still make some adjustments, but the head shape and multi-eye design is definitely in a good place as it is.

Here’s a couple more character cards I drummed up earlier today:

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Also chiming in to say I love the mech art! Gonna keep an eye on this because the real-time hybrid combat also sounds really cool.

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All character cards thus far. :)

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I am so lucky this artist was interested in working with me. @.@

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Fucking love Ens design and entire vibe

I can fix her

You cannot fix Ensign Lunaire…you can try tho!

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Tactical combat switching into real time action is the best, I can’t wait to see more of it!

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Or she’ll make you worse! You know, whatever.~

Anyway I exported the image wrong and the colors came out fucked, here’s the right colors.

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