Current version:1.5.1
Release date:

Harmonia Tactics

Our flagship game, Harmonia Tactics, tells the story of a land torn against itself. A mysterious force called the Dissonance is spreading across the peaceful kingdom of Harmonia, turning cuddly animals into fearsome monsters, and converting loyal citizens of the kingdom into wild-eyed rebels. Harmonia’s only hope lies in highly-trained squads of heroes, working together to beat back this enemy. Can your squad uncover the secrets behind the appearance of this dangerous force, and help restore order to Harmonia?

Harmonia Tactics is an online squad-based tactical RPG – build a force, complete quests, and clash with deadly monsters or powerful player-controlled teams. Superior positioning and tactics will defeat your enemies! Players command forces of one or more heroes and collaborate (or clash) as they battle, conquer, and explore.

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Harmonia Tactics Lives!

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“Reports of Harmonia Tactics’ death have been greatly exaggerated.”

— Mark Twain

As a matter of fact, development has been moving along rapidly since July. There have been plenty of engine upgrades, art improvements, new content, and other interesting developments in the last few months. There’s a ton of stuff to show off – here’s a little taste of some of our new assets:

New Harmonia Tactics Logo
Shiny new logo!
Smoking Angel
dat crown

Why the hiatus?

  • Moving. Back in April, my wife and I left our cozy little apartment in Berlin and moved back to Portland, Oregon. Since we were potentially leaving Europe forever, we took the time to travel around for a few weeks on a shoestring budget, which was pretty awesome. Did you know that Budapest is the sexiest city ever? It’s like playing Castlevania – just call me Simon Belmont. Should have brought a whip. Anyway, we touched US soil back in June, and have steadily been setting our lives back up. Minus having a car, we’re pretty much good right now.
  • QuadraDigger! Believe it or not, Harmonia Tactics is a gargantuan project for our tiny team, so, after working on it for so long non-stop, it was high time for a break and QuadraDigger is the answer. It didn’t take especially long to code the gameplay, but getting all the fine details right so it was ready for public launch took a few months. There are still a few bugs to work out, but we can finally move onto bigger and better things. Speaking of QuadraDigger, it’s super fun, and totally free – wanna play it? ;) </shameless-plug>
  • Millions of little things, namely website work, some internal restructuring, long-term planning, and lots of boring mundane tasks that take up more time than you’d think. It’s easy enough to post images to Twitter, so I’ve been active there, but blogging is a different animal that typically eats up valuable coding time. That being said, I’m committed to blogging actively this month, so look forward to some pretty neat things.

More stuff coming soon!

If you’re impatient and want to get the goods as they come out, I’d follow me on Twitter. Later!

— Synival




Kickstarter has been Cancelled :-(

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Dearest backers and Harmonia Tactics enthusiasts,

We regret to announce that we have decided to cancel the Kickstarter campaign for Harmonia Tactics.

You may have noticed that our fundraising reached a plateau rather early on. When we launched our project, we were optimistic that our game was ready to stand on its own beside other indie games in need of funding, that our presentation would carry it, and that three years of solid dedication would inspire donations. Unfortunately, this campaign never picked up steam; despite our best efforts to reach out to press, we received virtually no mentions, no responses, and very little feedback in general.

This is, of course, all very disappointing to us. More than anything, we’re confused and left with many questions: Was our presentation not good enough? Is our visual style unappealing? Did we advertise poorly? Did we not advertise enough? Does our game just plain suck?

What may have gone wrong:

1. No third-party news. Indie gaming is a much more competitive and saturated field than it was when this project began three years ago. It’s more difficult than ever to get news space and it’s possible our presentation isn’t convincing enough to catch the attention of bloggers, journalists, and even Let’s Players. This comes as a surprise to us; our game feels ready to be seen and taken seriously with more than enough promising material to be newsworthy. Going forward, we clearly have a lot of work to do in analyzing and refining our approach to marketing and publicity.

2. Not a big enough fan base beforehand. This isn’t something we neglected, but something of which we didn’t fully appreciate the importance. Our modest number of Twitter followers and Facebook fans were simply too few and possibly the wrong demographic – mostly fellow game developers, not potential gamers / customers. For a game intended to build an online community, this should be our top priority.

3. Confusing messaging. We feel the proposal for our finished game to be straightforward, but most of the material for our presentation comes from a handful of mini-games that may not have represented the final product as well as they could have. These demos are fun and show off our game’s combat mechanics as well as modding features of the engine, but don’t quite capture the experience of the final game we’re proposing. In a sea of games competing for potential backers, whose time to view our material can be measured in seconds, no project has the luxury of nuance or explaining the details in fine print – our message simply wasn’t focused enough.

4. Video was functional rather than AWESOME. With so many other amazing projects to compete against, we needed an equally amazing film rather than something shot in my home office. In hindsight, we should have hired a professional to produce a video for us.

5. We don’t even know. The feedback we’ve received on the project has been almost completely positive, in regards to everything we’ve produced, but overall there has been very little of it. We ourselves have endless speculations as to what went wrong and what we can improve, but, as it stands, we have more questions than answers.

What’s our plan?

As of this post, our plan is to take a step back from the project, get some outside opinions and review, then proceed forward with fresh ideas after the dust has settled.

The one thing we’re sure of is that player opinion of our downloadable demo was not a factor in this campaign. Harmonia Tactics only had a handful of downloads since the Kickstarter launched, and the feedback we did receive regarding the gameplay was very positive – a sigh of relief to us because our engine and its game mechanics are major pillars of Harmonia Tactics. The lack of criticism doesn’t mean our game is perfect, but with no feedback suggesting we need to scrap anything, retool game mechanics, or start over from scratch, we’re confident we can push forward.

We’re also reasonably sure we had a failure in marketing; a failure to properly present Harmonia Tactics to the public in a way that was eye-catching to potential backers. Among the many skills necessary for game development, we admit this is likely our weakest area. We need to do better and, in the future, this will likely mean hiring outside help to give our project the visibility and panache it needs to attract players. Even a perfect product won’t sell if nobody sees it on the shelf.

Developing games is great fun – a lot of work to be sure, but very satisfying. If pursued seriously, however, game development is a business and that business needs to be managed well. If we’re not good at selling our products, there’s no reason to stop developing this or future games altogether – we just need to do better!

Thank you for playing!

We love our game, and not just because it’s our baby. It’s fun, and there’s a lot of potential we have yet to fully realize. We’re extremely grateful to you, our backers, for believing in our project. We’re going to incorporate what we’ve learned from this campaign into Harmonia Tactics and our future endeavors.

Signing off,

– Baroque Creations Team




Harmonia Tactics Kickstarter is LIVE + v1.5.1 release!

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After over two years of preparation, it’s finally here – the Harmonia Tactics Kickstarter is LIVE until April 22nd, and we have a brand new Engine Demo of Harmonia Tactics for you to download! Grab it at our campaign page by clicking the link below, and check out our new page.

We’ve put a lot of work into this campaign, and we’re really excited to finish Harmonia Tactics as the amazing Online (and Offline) Tactical RPG we’ve envisioned. Help us liberate Harmonia from the Dissonance… Your kingdom is counting on you!

Harmonia Tactics on Kickstarter


Changelog for v1.5.1:

Super Secret Content

  • Wouldn’t you like to know!


  • New ‘Golem’ monster added to Battle Arena.
  • Can now put website links in text boxes.
  • More racial variety in random character generation.
  • Caps lock now disables sprite overlays.
  • Improvements to audio based on distance.
  • Some bad looking animations now look better.
  • Renamed ‘Birdsoldier’ to ‘Hunter’.
  • No more movement grid – it looked dumb.
  • Sprites now support hue shifts based on region lightness.
  • Lots of crucial bugfixes.
  • Fixed a lot of asset management issues. Much more sane now.
  • A whole bunch of additional sprite accessories.



BIG NEWS: Final Public Release + Kickstarter Announcement!S

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Our Final Public Release

The latest version of our engine demo mostly focuses on speed improvements, bug fixes, and clean-up for future features. Not a feature heavy release, but for my computer, my framerate has doubled, and gameplay feels much cleaner. Not too bad!

Get the goods here (changelog).

Why is this our last public release? Because soon, we’ll be launching…

The Harmonia Tactics Kickstarter Campaign!

We’ve been working like madmen for several months to prepare for this announcement – on Monday, March 23rd, 2015, 8:00am EST, Harmonia Tactics will be launching a fundraising campaign! Our goal is to raise $25,000 to complete our online gameplay and add heaping boat-fulls of new content.


Official Trailer

Why Kickstarter?

Harmonia Tactics was always intended to be a game where players could explore, build their team, join forces, and face-off against powerful armies in an online battlefield. We’ve been expanding and tweaking the game engine for years now to create the perfect model for this online game, and now the time has come to finally finish it. In the beginning, we were a team of one (yours truly), but now we’ve quadrupled our forces to four to tackle this ambitious project.

We’ve come as far as we can without funding. The groundwork is there; now we need the art, characters, music, storyline, world, and everything else for a fulfilling gaming experience. With proper funding, we can work full-time to produce this stuff and finish the game for a December 2015 release!

The Dissonance is Coming…

“After a long, long age of peace, Harmonia’s tranquility has been shattered. It started with reports from the outlands, of once-peaceful wildlife attacking wanderers. Then came bloody riots and uprisings on the borderlands, seemingly without cause. And soon, in the hardest-hit, bleakest regions, demonic armies emerged and seized Harmonian fortresses to use as their strongholds, to launch further invasions into the heart of the realm.

“From Kingdoms near and far, the best magicians, priests, and mystics gathered together to divine the cause of the chaos that gripped their nation. The answer troubled even the mightiest of them: the magical forces that bound the world together and created order were beginning to unravel. Where the landscape had grown vulnerable to spiritual intrusion, an alternate dimension was bleeding into Harmonia’s own.

“In a last-ditch attempt to ensure the survival of civilization, the realm has put out a call for heroes from all species and walks of life, to turn the tide of the chaos that threatens to engulf their home. On an ever-changing battlefield where the world they once trusted grows violent and hostile, can these heroes beat back the Dissonance and restore balance to Harmonia?”

Our Plan for Harmonia Tactics

Team-based Tactical Gameplay. Each player will control four characters at once in a team composed of characters selected from their account. Players can move their team around as a single unit, or split their characters up and let them explore independently. Every character is free to roam the realm using the mouse or keyboard, but when there’s fighting nearby, they must take turns in our real-time tactical combat system. Like most RPGs, characters will level up and gain equipment to improve their fighting prowess.

Harmonia Tactics Tower War

Infinite World. The world of Harmonia Tactics will be divided into a grid of several small rooms called sectors. Each sector on this grid will be set in a different biome, each with its own unique set of monsters, encounters (see ‘Encounter-Driven Gameplay’ below), and a possible building or structure. We have six biomes planned so far – 4 are nearly complete:

Liberating The Kingdom. Kingdoms are scattered all over the realm. In the heart of each lies a throne room in a large castle, surrounded by cities that dwindle into small villages as one approaches the Kingdom outskirts. The invading Dissonance is corrupting each Kingdom from the inside-out, engulfing the entire realm in civil war. As the war rages, Kingdoms will constantly switch sides between the Harmony and the Dissonance. It’s your job as the player to clear out the Dissonance from each Kingdom by assaulting the throne room and defeating the boss. But, you can’t do it alone – as you push towards the throne, you must join forces with other players to defeat the increasingly difficult swarm of enemies in your path, culminating in a long, glorious, epic battle in the throne room. Defeating the boss will revert the Kingdom back to a peaceful state… for a time.

1 - Terrain vs Kingdom

Liberating a Kingdom has great rewards. Not only will you get to loot the treasure room with your comrades, the entire Kingdom will open itself up to the world, full of shops stocked with unique equipment, new characters to recruit from the local tavern, and new quests offered from NPCs. For achievement-hunters, you’ll get a badge for each Kingdom you help liberate, and get your name on our score board.

Encounter-Driven Gameplay. As you explore the world map, new rooms will throw different random encounters at you, such as a horde of monsters, a wandering merchant, an enemy patrol, or a lucky treasure pick-up. The difficulty of the encounter will depend on the population of the sector (from empty wilderness to bustling castle) and the level of Dissonance (from peaceful to enemy stronghold). Many encounters will have multiple paths to victory, and your actions may affect later quests down the line. For example, sparing an enemy general from death may persuade him to join your team – but turn some of your allies against you.


Rogue-Like Elements. Harmonia Tactics is the kind of game where you sit down, start a new game, and play over and over again, rather than building up a single party over weeks or months. Each playthrough is a new experience from start to finish with random characters, random equipment, and random encounters in a random corner of the world. New characters will join your team as you adventure onward (no more than four at a time), and they’ll level up quickly so you’ll get a piece of the action without days of grinding.

In rogue-like tradition, when characters die, they’re off your team for good. Rather than being killed-off from the game entirely, they’ll return to your account, reset to Level 1, and be available for your next playthrough. This means rare characters earned from complicated quest chains or challenging encounters will be unlocked for all time, giving all players more interesting team choices the longer they play on their account.

The Character Cycle

Financial Breakdown

For an ambitious project like this one, $25,000 doesn’t stretch as far as you’d think. We’d like to give our project a $3,000 buffer for Kickstarter expenses, reward expenses (shipping and time spend on individualized gifts), taxes, and other unforseen expenses. That leaves $22,000 to be divided evenly between programming, story content, art, music, server and website maintainence, etc. Among the four of us, that leaves $5,500 apiece which should support us for six months of hard work: exactly how much time we need.

This is the minimum budget we need to deliver a satisfying version of Harmonia Tactics – however, we have several stretch goals with exciting new content and features prepared if the crowdfunding gods deem us worthy of additional cash. To name a few: more player-vs-player features, extra biomes (the Moon?!), support for iOS and tablets, and much more!

How You Can Help

1. Donate $10 to purchase the game early. Want to get in on the ground floor? Donate $10 to our Kickstarter Campaign and you’ll receive a free copy of Harmonia Tactics with early access. Connect directly with the developers in our forums, suggest ideas, offer feedback, and check out new features as they come in, fresh out of the oven. Help us polish the game so it’s fantastic on launch day!

2. Donate more to fund our work. Of course, the more you can give, the more you’ll get from Harmonia Tactics. Every $50 we earn translates to roughly one hour of work on the game for us, which means more content for everyone!

3. Spread the word. Just like fighting the Dissonance, you can’t do it alone. Let others know what we’re trying to do here. Post on your favorites forums, reddit, Facebook, Twitter, talk about it in the office, show your friends our trailer, shout “Harmonia Tactics” as loud as you can on the bus… whatever! It helps us a lot more than you’d think.

4. Tell everyone you know to give at least one dollar on day one. You might not think one dollar goes very far, but every donation pushes our ranking up on Kickstarter and puts that many more eyes on the project. We’re hoping to be on the front page with this one!

Frequently Asked Questions

Q. Is Harmonia Tactics an MMO?
A. Yes, and no. We’ll have servers running 24/7 to handle the bulk of player traffic, but you’ll still be able to play the game single-player and open private servers yourself. We have no plans to let characters or accounts be transferrable between servers, so if you want to build up an army, we suggest you play on the most populated hubs.

Q. Can I play single-player?
Absolutely. If you’re playing solo, the difficulty curve will be scaled accordingly so you won’t need large teams of players for the more difficult battles. Plus, there will always be game modes that are playable solo against the AI or with bots (like ‘Battle Arena’ and ‘Tower War’).

Q. Can I host my own server?
A. Absolutely. Harmonia Tactics is packaged with the server and several mods for smaller games. If we have the time, we’d like to program a “mother” server that makes player-run servers easily accessable for everyone in the “multiplayer” menu.

Q. Will I have to be connected to the Internet to play?
No way! You’ll only need Internet access if you want to play online, for obvious reasons 😉 No authentication necessary, and all account/character information is stored locally on servers.

Q. Can I have a team greater than 4 characters?
A. We’ve talked about the possibility of unlocking more in-game team slots through heroic feats of player control, but we first need to see how well players will react to our gameplay, make refinements, and settle the final numbers during the alpha/beta phases. We may even lower the team size to 3 if larger parties prove overwhelming for most players.

See you on March 23rd!