All the thinking comes first
Fights play out by themselves. There is nothing to tap during one. Your choices are who you bring, where they stand, and who they go for first.
A demo is coming
Before the Seal Breaks
A strategy auto-battler for PC and phone. You never play the fight. You win it before it starts.
It is a game of strategy: read the enemy, pick your heroes and set every detail to win. One small mistake can snowball into a loss.
A Kickstarter is coming to help fund development.
Fights play out by themselves. There is nothing to tap during one. Your choices are who you bring, where they stand, and who they go for first.
Before each run you are shown the enemy. A team that wins one fight can lose the next, so you change your team and try again. When you lose, you can tell why.
Some teams cannot win a given fight, but each fight is built so that a team that can win it exists. So every hero is worth growing, not just a favourite.
A run is a short road of fights that ends at a boss. It plays in three steps. Pick a step to look closer.
Before a run you see every enemy and where it stands, and any danger the fight holds. Read it first. Then pick up to five of your heroes who answer it.
Seat each hero on your two rows of four places. Set the tactic: which enemy your heroes go for first. Choose their talents, each hero's build and the twist it gives their skill, and the gear they carry. One small mistake can snowball into a loss.
The fight plays itself; there is nothing to tap. After a fight you take one blessing from a small choice, for the rest of the run. Before the boss, a stall sells a few items for gold. Health and fallen heroes carry from fight to fight. Win if you can.
Your heroes, below The enemy, on top
A fight is won by many small choices made before it starts. Here is what you set, and what you read on the other side. Pick one to read a line about it.
Up to five heroes. You start with five, and more join as you clear runs.
Two rows of four places. The front row takes the first hits; the back row is safer, until something reaches it.
Which enemy your heroes go for first when they can reach it: the boss, the frailest, the most wounded or the toughest.
Each hero unlocks talents as it levels up. You pick one of two at each step, to suit the fight ahead.
Every hero has two builds: Onslaught, for attack, and Aegis, for defence. Each gives the hero's skill its own twist.
Bosses drop gear. You choose which hero carries it, and you change it between runs.
Every enemy is a demon with a job: some shield, some stun, some shoot your back row, some jump on your weakest hero, some force your attacks onto themselves.
The same demons come in three strengths: normal, elite and boss. Some runs put an elite in the middle; every run ends at a boss.
A boss can strike marked places on your grid. You see them before the fight, so seat nobody there.
Some fights take place on hostile ground. A field always works against your team, and you see it before the fight.
Health and fallen heroes carry from one fight to the next, so a costly win early can lose the run later.
There are three races; each race created its faction. Any hero can fight beside any other — a faction is what its heroes are good at together.
Burns enemies down: sets them alight, and every round the whole enemy team takes burn damage.
Outlasts the enemy: heals and regrows, and every round its heroes heal a share of their health.
Cripples the enemy: stuns, slows and marks them, and enemies hit softer — but your own heroes lose some max health.
Not every answer wears one colour. Some fights are best answered when the three factions stand together, mixed just right. Which ones, and how, is for you to find.
Tough front-liner: taunts, so enemies attack it first, and hits the enemy front row.
Hard single hits (and crits) on the enemy front row.
Leaps over the enemy front row to strike the back row.
Area damage: hits several enemies at once and can reach either row.
Long ago the world was united. Then the Fall came: the Unbarred led the demons, and the world burned. The Unbarred was sealed away, and the demons scattered and fell silent.
Now the seal is weakening, and the demons are gathering again.
Each enemy has its own job on the field: some guard and shield, some stun, some shoot from behind, some leap at your weakest hero.
No ads. No loot boxes. No random-pull hero draws. Money can save you time, but it never decides whether you can win a fight.
Planned for Windows, Mac, iPhone and Android. Nothing is released yet, and dates are not promised.
The first playtest showed that a fight was hard to read. The new demo is built so that what you see before a fight is enough to plan a team that wins it.
Unbarred now has its own web address: unbarred.games.
Unbarred: Before the Seal Breaks.
Work on the game began.
One email when the demo opens, then at most one a month, a few more around the Kickstarter launch. You can unsubscribe at any time.
A Kickstarter is coming. It will help fund the rest of the game's development. The emails will tell you when it starts.
You get a confirmation email first. You are only added after you click the link in it.
How it is made. I make Unbarred on my own, with an AI helper. The helper writes most of the code for the game and for this website, including the drawings in the game and on this page; I decide what it builds and I test the result. If AI-made pictures or sounds are added to the game later, I will say so here. Nothing in the game is made by AI while you play: fights follow fixed rules.