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Dungrid Tactics

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A turn-based tactics duel on two 5x5 grids where every move is a puzzle of optimization.

PixaBros Studios presents a deep, fully deterministic strategy game. Every column matters, death isn't the end, and finding the most optimized sequence of attacks is an important to win.


What is Dungrid Tactics?

Dungrid Tactics is a 5v5 turn-based tactics game played on two 5x5 grids: one for you, one for your opponent. Players take turns. On your turn, you plan a full sequence of actions for your units (move, attack, defend, special), then execute them all. Then the opponent takes their turn. No hidden information. No randomness. Pure optimization.

Every decision counts: where you place your units on the grid, which enemy you target, when you use your special ability, and whether you defend, heal, or go all in. The entire match is deterministic: no dice rolls, no random crits, no hidden variables. The same moves always produce the same results.


Core Gameplay

Plan, Then Execute

On your turn, you assign actions to all your units: move, attack, defend, or use a special ability. Each unit can take multiple actions in sequence. You decide the order. Once you commit your plan, all actions play out one by one in the order you arranged them. Your goal: find the most optimized sequence of actions that maximizes damage output while minimizing incoming punishment on the opponent's next turn.

Two 5x5 Grids and Column Effects

You have your own 5x5 grid. The enemy has theirs. Where you stand on your grid changes everything:

ColumnEffect
Col 1🟢 +5 HP regen per turn. Keep your healers and wounded units here.
Col 2🔵 25% Block. Incoming damage reduced. Tanks live here.
Col 3Neutral. No bonuses, no penalties.
Col 4🟡 Pierce. Attacks ignore shields and defense multipliers.
Col 5🔴 +5 Damage. Maximum offensive power.

Positioning is deterministic. A unit in Column 5 will always deal +5 damage. A shield in Column 2 will always block 25%. There is no guesswork.

Class Advantage Triangle

Four classes locked in a rock paper scissors system:

⚔️ Warrior beats Wizard (+5 damage)
🏹 Archer beats Warrior (+5 damage)
🔮 Wizard beats Archer (+5 damage)
💚 Medic outside the triangle: heals allies for 15 HP and revives ghosts

The Ghost System: Death Is Not The End

When a unit falls, it becomes a Ghost. Ghosts deal fixed 65% damage, ignore all shields and damage modifiers, and cannot be healed. But a Medic can revive a ghost, bringing it back with 25 HP. A well timed revive completely swings the match.

Damage Formula: Know Your Numbers

(Base Damage + Class Bonus + Column Bonus) x Defense x Attack Multiplier - Shield Absorb = Total

Every attack shows a color coded breakdown. No hidden math. You always know exactly why you dealt (or took) that damage, and you can calculate the optimal move before committing.


Game Modes

♾️ Endless Mode

How high can you climb? Fight creatures floor after floor. Enemies get stronger and more numerous as you ascend. Enemy creatures die permanently (no ghosts for them), but your human units still turn into ghosts when they fall. Compete on the online leaderboard.

🏰 Tower Mode (Roguelike)

Clear 10 floors of increasingly difficult enemies. Choose your squad at the start. They're with you till the end (or death). Fallen units revive between floors. Lose all units on a floor? Unlimited retries from that floor. Each floor clear heals your team (floor x 10%, max 75%). Spend level up points between floors to grow stronger. Dungeon seeds are deterministic: share a seed code with a friend and get the exact same run.

🤖 PvAI Battle

Fight against an AI opponent. Four difficulty levels: Easy, Medium, Hard, Impossible. The AI plays by the same deterministic rules you do.

🆚 PvP Duel

Local 2 player. Coin flip decides who starts. First player begins with reduced AP (gaining 2 each turn up to 10). Place 5 units, take turns planning and executing. Turn all 5 enemy units into ghosts to win.


Key Features

🧩 31 Unique Special Abilities

Every unit type has a distinct special: pull enemies with Hook Chain, raise the dead with Raise Dead, transform with Werewolf, split in two with Slime Split, summon tentacles, place traps, teleport allies, and more.

🐉 23 Creature Types

Slime, Skeleton Legionnaire, Giant Rat, Bat, Creeper, Zombie, Dire Wolf, Wraith, Giant Spider, Imp, Treant, Iron Golem, Goblin Shaman, Cyclops, Ogre, Lich, Fire Elemental, Werewolf (transforms to Wereman), Manticore, Octopus (multi cell boss), Tentacle, Lesser Skeleton. Each with unique attack patterns, stats, and special abilities.

📈 Level Up System During Battle

Complete quests during the match (deal damage, defeat enemies, heal allies, use specials) to earn XP. When a unit levels up, choose between:

  • 💚 +10 Max HP (also heals)
  • 🔴 +5 Damage
  • 🔮 Unlock a new skill

Every choice shapes your strategy for that match.

📋 Quest System

Active quests give you objectives to pursue during battle. Complete them for XP and rewards. Shuffle quests you don't want, lock the ones you do. A secondary layer of strategy on top of the core combat.

👻 Ghost Mechanic

Fallen units don't disappear. They become ghosts. Ghosts deal fixed 65% damage, bypass all shields and modifiers, and can only be revived by a Medic. This creates unique comeback opportunities and prevents snowballing.

🛡️ Deep Defense and Pierce System

Stack shields: Column 2 (25% block) + Defense action (50% block) = 62.5% damage reduction. But attacks from Column 4 have Pierce: they ignore these multipliers entirely. Flat absorb shields (Steel Shield, Fortify) resist piercing but ghosts bypass them. Layers upon layers of tactical depth.

🎮 Full Controller Support

Dual controller support for local PvP. Complete control legend at the bottom of the screen adapts to whatever action is available.

🌍 English and Turkish Localization

Full bilingual support. Switch anytime.

🏆 Achievement System

Built in achievements to hunt for.

💾 Save/Load

Save your progress mid match and continue later. 8 save slots. Saves are deterministic: reloading the same save always produces the same outcomes.

⏱️ Optional Chess Clocks

Fischer or per turn time controls for competitive play.

📊 Battle Summary and Timeline

Review every action at the end of each turn. Timeline bar shows the order your planned actions will execute.


Alpha Status

This game is currently in Alpha. Here's what's coming in the full version:

  • Hand drawn 2D skeleton rig animations replacing current pixel art sprites
  • Improved sound effects
  • More original music composed and recorded by the developer
  • Story Mode with New Game Plus support (Steam version)
  • More bosses and enemies

Stay tuned at PixaBros Studios


Controls (Local, Turn Based)

ActionKeyboard (P1/P2)Gamepad
MoveWASD / Arrow KeysD Pad / Left Stick
ConfirmE / EnterA
CancelQ / BackspaceB
Commit Plan (hold)Space / ShiftRT
Opponent FocusTabRB
Battle SummaryFLT
UndoBackspaceB
PauseEscStart

Made With

Built with Godot Engine 4.7. A solo project by Furkan Baytekin: game design, code, art, music, and audio.

From the creator of Sudo Mice.


Plan your moves. Optimize every attack. Execute with precision.