神弈:界痕戰紀

神弈:界痕戰紀

About the Game

Seat of Shepherds: Rift Wars is a fantasy turn-based strategy game. Choose a faction, set up your war pieces, pivot pieces and leader kit, and fight for outposts across capitals, neutral battlefields and the World Rift. Break through the enemy line and destroy their Victory Core.

Players take turns. Each move is not only about how much damage you deal. Where a piece stops, which way it faces, and what reactions may follow all matter.

Six factions, six ways to fight

Humans, Elves, Demons, Dwarves, Sea Folk and Ghosts each have their own units, skills and tactics.

Humans: hold the line and plan attacks with formations, supplies and command.

Elves: use forests, trees, flight and shapeshifting to find room to advance or fall back.

Demons: trade sacrifice, pacts and negative effects for an edge on the battlefield.

Dwarves: combine runes, engineering and fortifications to push forward and defend.

Sea Folk: use tides, water and beacons to change where battles happen.

Ghosts: set up chains of events with madness, mind interference and automatic actions.

Choosing a faction is not just choosing how your pieces look. It is choosing how you control the battlefield.

Stances and chain reactions

Some pieces can gain or keep a stance through certain actions, and join a fight when its conditions are met. A single move, attack or skill can start a chain of reactions.

Pivot pieces can command nearby pieces that have a stance ready, so they act together. Set your pieces in place first, then let another piece act. Watch for the reactions your opponent has prepared. The order of actions, the trigger conditions and how pieces work together decide how a clash plays out.

Position and facing are decisions too

A piece's facing affects rear attacks, turning to face attackers, counterattacks and some stance effects. Reaching the same square with a different facing can leave a very different opening.

Terrain matters as well. Height, slopes, forests, lava, sea, mines and currents each follow their own rules for movement, attacks or skills. Read the pieces, and read the board.

Take outposts, build a front line

Each faction's capital has its own defenses and terrain. On the attack, choose where to break through. On defense, use your home ground.

Outposts and border barracks on the neutral battlefield keep the fight away from the capital gates. Building outposts, taking barracks and timing your reinforcements open up later moves. Destroying enemy pieces matters, and so does holding your front line.

Rules, not critical hits

Attack, defense, penetration, shields and skill effects each follow their own rules. Even the Ghosts' madness has triggers and an order you can see.

Look at the board, predict the next reaction, then decide which risk to take.

Every move builds the battle

A single move can be an ordinary action. It can also set up an attack several turns later.

Watch the field. Build your front. Prepare your pieces.

Then decide your next move.

This game is in development. Content and balance will change.

Music produced with:

BBC Symphony Orchestra Discover by Spitfire Audio

Jade Ethnic Orchestra Xiao (Freebie) by Strezov Sampling

DSK Asian DreamZ by DSK Music

Versilian Community Sample Library (VCSL), CC0

FreePats Ocarina, CC0

Salamander Grand Piano by Alexander Holm, licensed under CC BY 3.0

Sound effects: Kenney (CC0)

Initial Release