Devlog #1 – Chains on Sand in the Making



Chains on Sand is a tactical, turn-based roguelike inspired by gritty fantasy, cruel arenas, and the systemic combat of Dwarf Fortress. You create a fighter, choose gear, and face increasingly lethal enemies in a brutal roguelike loop.
I’m still deep in development, but I’ll be sharing concept art, updates, and systems as they take shape. Follow the project if you’re into gritty fantasy, turn-based combat, and the roar of imaginary crowds. Recently, I've made a lot of progress under the hood.
Opponent Generation Now Live
Enemies are now generated with unique archetypes, randomized races, and variable XP budgets. They buy gear, spend points on skills, and even pick from a pool of traits and magical schools depending on their background.
Magic System Implemented
I added four magical schools — Body, Protection, Healing, and Elemental — each with 10 spells. Spells can buff, debuff, or damage, and opponents now use them during combat. SP is the resource, and each spell has casting time, cost, and tactical value.
Races & Combat Impact
Races now influence both stat XP cost and preferred archetypes. Elves, dwarves, goblins, and others show up in the arena — with different body sizes, stat costs, and weapon restrictions. It already adds a lot of flavor!
Visual Mockups & itch page launched
I’ve shared mockup art for the arena combat, opponent selection screen, and the highscore panel. These aren’t final art, but help convey the style I’m going for. You can check out the current look on the itch page.
Chains on Sand
Tactical arena combat meets permadeath and blood-soaked legacy.
Status | In development |
Author | tabulagames |
Tags | 2D, Procedural Generation, Singleplayer, Unity |
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