Angels Die
About the Game
Roadmap
Current plan is to release an early access version on 22 Sep 2026. Early access will feature a functional but not yet polished engine, and a handful of episodes. Between early access and full release the engine will get more polish and more episodic content will be developed. When early access transitions to full release, the engine should be finished and the episodic content should form a complete campaign arc.
About the Game
Mood: 1976. Everything is beige. Cigarettes are smoked indoors. Phones are rotary. Trousers have bell bottoms. Every night club has a disco ball. Rust is everywhere.
Background: At the height of the Cold War, an international organization has three highly trained female operatives. They have access to the best technology and the best wardrobe of the time. They are nicknamed "Angels" because they are legally dead, and have left their past lives behind. Now, their job is to help people.
Genre: Turn-based tactical espionage RPG with permadeath.
Let me tell you what makes the game different from the basic assumptions you may get from the above.
Wide, Not Tall: You can't level up existing skills. The moment you pick one, you're already at the cap. Character growth means picking more skills, not improving old ones.
No RNG: There is no "95% chance to hit" causing you to scream in frustration when it misses. You either have 100% chance of success if you have a skill, or a 0% chance if you don't. No save scumming necessary.
Wardrobe: You don't pick the right weapon and armor for the operative. You pick the right outfit to gain entrance to a boiler room or to a maternity ward. Outfits affect where you can go and can boost skill results.
Reveals: You choose your character's new skills mid-mission, at the moment they're needed. There's a lock in front of you, and you decide if your Angel knows lockpicking.
What's In The Game: You create a roster of female operatives and deploy three of them per mission across three gameplay modes: a strategic hex map for regional movement and planning, a tactical square grid for infiltration and skill encounters, and a real-time vehicle mode for lake crossings, car chases and escapes. Each operative is customized with a name, origin, background, appearance, and a set of skills chosen from over 100 options — languages, martial arts, sciences, social skills, technical expertise, and stranger things. Missions are set against real historical events of 1976. Operatives who die in the field are gone permanently.
AI Disclosure: Generative AI has been used to generate code, images and music.
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