Sea of Intrigue

Sea of Intrigue

About the Game

Sea of Intrigue is a turn-based RPG with a narrative focus where time is a resource. In seven days, the invasion arrives and the story hits its climax. Until then, you’ll explore Lylem, rally allies, face bandits, and unmask conspiracies, while knowing that one playthrough won’t be enough. Each run reveals something new: an overlooked clue, a risky shortcut, an unlikely alliance.

You play as Achille, a traveler who loses a valuable artifact in an ambush and accepts a “second chance” from a mysterious entity. In Lylem, your personal quest intersects with the imminent siege: there’s one week to prepare the defense, expose (or not) a traitor, and decide the fate of the town and, through it, your own.

7 days, countless decisions

The clock is always visible. Every quest, movement, and battle consumes time that won’t return. Events appear and vanish as days pass; some doors only open in specific windows.

  • True replayability: knowledge gained in one run changes your approach in the next.

  • Strategic pressure: prioritize routes, cut detours, and accept that leaving something behind is also a choice.

  • Player growth: mastering Lylem and its patterns is part of your progression.

Tatical turn-based RPG, easy to learn and hard to master

Isometric, grid-based combat with clear readability for positioning, cover, and area control. Status effects like Bleeding, Stunned, and Immobilized shape the flow of turns. Weapons and abilities are situational: the harpoon pulls enemies, the banner bolsters stance, the blunderbuss demands the right reload timing.

  • No XP grind: power is tied to story milestones and choices, not repetition.

  • Tactical depth: party synergies, action-economy pressure, and calculated risks.

  • Battlefield reading over raw numbers: win through planning, not by inflating stats.

Build your party

Recruit the Cleric, the Captain of the Guard, the Blacksmith, and other townsfolk with their own stories. Every ally brings personal quests, unique combat utility, and political weight in the town’s decisions.

  • Flexible party (up to 4) when things get tight.

  • Synergies and trade-offs: who you bring shifts tactics, dialogue, and opportunities.

  • Loyalty on the line: fulfilling (or ignoring) personal requests echoes into the siege.

Isometric pixel art

A 2D pixel art look built for high clarity, with a restrained palette and a focus on tactical readability. Lylem breathes: salt-stained docks, stone alleys, banners in the wind, and details that tell stories without words.

  • Precise animations to communicate states and attack telegraphs.

  • Age-of-Sail atmosphere with a light fantastical touch: a new world, yet believable.

Compact, meaningful exploration

No bloated map. Clear routes connect Lylem to beaches, ruins, woods, hideouts, and temples. Every movement costs time, so plan like a strategist.

  • Dense objectives, no filler: every location exists for a reason.

  • Risk vs. reward: dangerous shortcuts, preparations that demand resources, encounters that can turn the day.

A new world, Trieni. And a single village, Lylem

Original fantasy inspired by the Age of Exploration and piracy. Trieni is a continent isolated from the “old world,” marked by lost origins and powers in dispute. And the entire campaign unfolds in a single coastal village and its immediate surroundings.

  • Community as protagonist: relationships, intrigue, and secrets carry weight because you live with the same people for seven days.

  • Coming-of-age themes: Achille grows through choices, and his endings reflect what you prioritized: duty, survival, legacy.

Initial Release