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Forged of Blood - All News

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Saturday - August 10, 2019
Wednesday - August 07, 2019
Sunday - August 04, 2019
Thursday - August 01, 2019
Wednesday - July 24, 2019
Wednesday - July 17, 2019
Wednesday - July 03, 2019
Friday - June 21, 2019
Friday - May 31, 2019
Saturday - May 19, 2018
Sunday - February 18, 2018
Sunday - December 31, 2017
Wednesday - November 15, 2017
Monday - July 17, 2017
Sunday - May 21, 2017
Sunday - April 02, 2017
Thursday - March 09, 2017
Sunday - March 05, 2017
Friday - December 23, 2016
Tuesday - December 20, 2016
Monday - December 05, 2016
Wednesday - November 30, 2016
Box Art

Saturday - August 10, 2019

Forged of Blood - Review

by Silver, 06:09

Thumbculture reviewed Forged of Blood and like it alot.

Forged of Blood is a very good Xcom-like game, using a lot of different new mechanics. Overall, I like the difficulty of the game, and the art style isn’t hard to look at, making for long sessions of “just one more turn”. A lot of the little things about it, really make it unique, from the spell crafting, to how you can level up using a classless system. The gameplay is very tough, but when you win, you have a feeling of satisfaction. I’m going to give Forged of Blood the Thumb Culture Gold award, as it may not appeal to a lot of people, but fans of tactical RPGs are going to love it.

Thanks Farflame!

Wednesday - August 07, 2019

Forged of Blood - Indie Showcase / Forged of Blood

by Myrthos, 12:12

Forgottenlor had the opportunity to ask a number of questions about Forged of Blood as pasrt of the Indie Showcase feature.

RPGWatch: Obviously the focus in Forged of Blood is on the tactical combat. The game also has strategic elements. Does Forged in Blood feature any classic crpg elements such as choice and consequences, branching dialogue, in depth character development, or exploration?

Choice and consequence is a pretty big feature that we tout, and it permeates throughout the game. Permadeath and the insta-loss on the protagonist's death, means that character building is pretty darn important. In the game's narrative, we have branching dialogue and branching story arcs for each of the main factions, and the side quests can have standalone stories with particularly special rewards as well. In all, we have over 64 ending combinations that are derived from the player's choices in their campaign and are directly tied to the tri-axis philosophical index feature we have in Forged of Blood. 

As for character development, your character Tavias will develop by your choices, and the world of Attiras will too as a direct result of your actions. The recruits you will hire and the special characters you will meet are yours to customize when you get them under your command as well.

In terms of exploration, there isn't the traditional exploration in this game as it's more about conquest, however going to the various regions will spawn various quests in the world and there are many standalone special quests hidden throughout the land. 

Sunday - August 04, 2019

Forged of Blood - Video Review

by Hiddenx, 07:18

Nookrium checked out the tactical RPG Forged of Blood:

Forged of Blood - (Turn-Based Tactical Fantasy RPG)


Thursday - August 01, 2019

Forged of Blood - Released

by Hiddenx, 17:25

Forged of Blood has been released on Steam:

Forged of Blood is now released on Steam!

Hello and welcome!

We are so pleased to welcome you to the world of Attiras. A world, Forged of Blood, is now yours for the taking.


As you take on the role of Prince Tavias Caenican, you will be presented with a world of grey moral choices and difficult decisions in the war ahead. The forty-two regions of Attiras are yours to claim in conquest, and the three varied faction arcs will place the fate of this world in your hands.

Forged of Blood is a complex and expansive game. As you recruit and build characters in your retinues, you will have at your disposal an array of 10 Weapon Categories and 6 General Ability trees. Each weapon has a place on the battlefield, and various synergies with the General Ability trees are available for you to discover as you explore and experiment our character systems.

Beyond the confines of the medieval armory are the unending mysteries of magurite - our vast system of magical energies. Here, we put at your fingertips one of the largest spellcrafting systems ever made in a video game and empower you with freedom to experiment and explore to your heart’s content. In Forged of Blood, players will wield 3 “types” of energies, and 2 energy “states” for each that add up to 6 unique “primordials.” Each of these 6 “primordials” will have 8 unique effects, with each spell able to contain 5 effects at any single time. Each of these effects can then be modified through the use of the 12 “effect modifiers” before the entirety of the spell can be shaped through the 12 “global modifiers.” All this is to say that there will literally be an almost incalculable amount of spell combinations for you to play with.

Finally, in keeping with our general theme of choices and consequences, we come to the philosophies that will drive the narrative and endgame mechanics of our game. Gone are the binary good and evil tropes of old, and in its stead we present the Tri-axis Philosophical Index. Choices throughout the game will move you along three axes that follow the world’s philosophies of Altruism, Hedonism, and Rationalism. Your movement and placement in this index will have narrative, gameplay, and endgame consequences as you conduct your war in Attiras, and the outcomes of your campaign are myriad.

As gamers and game makers, we lean into the complexities we’ve built in Forged of Blood. Through the complex depth of our mechanics we’ve found freedom in gameplay, and we are extremely proud of that. However, we do know that it is not for everyone, and we have gone to great lengths to make sure that everyone can play and enjoy our game. For our weapons, we have provided two archetypes that will auto-level your characters as they gain ability points. With our spellcrafting we provide a selection of pre-set spells that will scale in power as your character grows more powerful. And finally, we provide gameplay sliders that will give players the freedom to play our game the way they want to.

It had taken us three years, five months, and seventeen days to get here, but the studio and I are by no means “done with this game. In the coming weeks and months we will continue to refine and tune the game. In the immediate days that will follow our launch, we will be watching, listening and reacting to your feedback and we hope to smooth any rough edges as we go. Internally, we have our own back-log of refinements that we will be taking on and we will share these updates with you as we go.

From all of us here at Critical Forge, I welcome you to Attiras and hope that you will enjoy our game.

On a personal note to my team: Sharing this announcement, this game, and this moment with you is one that I will never forget. We are fortunate to have had fans, friends, and family pushing us ever forward in the long years of development. We have had the chance to work with some incredible talent from around the world; and none of this would have been possible without you and the work you have put into this game.

Thank you.

- Igor

Wednesday - July 24, 2019

Forged of Blood - Official Gameplay Preview

by Myrthos, 10:29

The Forged of Blood devs have made a video showing a narrated preview of the gameplay, which is the first of 2 videos they have planned.


Wednesday - July 17, 2019

Forged of Blood - Screenshots and Release Date

by Silver, 12:39

Worthplaying have some new screenshots for Forged of Blood and announce the release for 1st August.

Forged of Blood’s Tri-Axis Personality Index dictates how the world responds to every interaction. Contrasting with o the usual binary of good and evil of most RPG’s, the system gives greater nuance to every act. Choices affect the player's Rationalism, Altruism or Headonism - drawing them towards different theologies. But decisions extend far beyond the moment. As the young heir’s fame and infamy grow, the world of Attiras reacts to his reputation and past actions. 

Every action and death will alter the outcome of Forged of Blood, as players fight their way towards the 64 possible ending combinations. 

Key Features:

  • Utilise turn-based squad-based tactics in a fantasy world
  • Use nine varied weapons and abilities to build a squad not constrained by class
  • Explore a vast and complex magic system that offers true creative freedom
  • A world at war - lead up to three parties and fight to reclaim an empire
  • Be the hero, with no right and wrong answer, every decision guides Attiras’ future
  • The Tri-Axis Personality Plot affects how the people and the world react to the hero

Forged of Blood is launching for PC on on August 1, 2019.

Thanks Farflame!

Wednesday - July 03, 2019

Forged of Blood - Spellcrafting Spotlight #1

by Silver, 21:52

A new update for Forged of Blood shows how you can create different spells and their application.

Diving into the Arcane


With Week #2 of our beta wrapping up, the team and I have managed to implement a number of request fixes and updates that have been popular among our testers! We are so thrilled by the responses so far and the feedback has really helped us in bringing a critical eye to our game.

With many of our testers and most of you out there still a little unsure about our Magurite spellcrafting system, we've got a short little spotlight on our Arcane stone and teleportation uses in combat.


We're closing in on the final weeks before launch and we're pretty darn excited to share more of our game. There will be a second magurite spotlight in the coming weeks, and we want to hear from you! What do you guys want to see next?

Thanks for reading! If you haven't already, come join us on Discord and chat with the team and I.

- Igor

Friday - June 21, 2019

Forged of Blood - New Videos

by Silver, 05:28

Some new videos for Forged of Blood.




About Forged of Blood:

Forged of Blood is pushing the boundaries of depth and mechanical complexity for the modern turn-based tactical RPG. Classless character building, strategic management, and small unit tactical gameplay combine to create a multi-layered experience that puts players in the middle of a civil war in a morally grey fantasy world.

A game of hard decisions and harsher consequences, Forged of Blood will challenge players to make decisions across every layer of the game. On the battlefield, character builds, turn-order efficiency, and positioning will be key to victory. While off the battlefield, your choices on the world map will determine the fate of your kingdom and future of your people...

Friday - May 31, 2019

Forged of Blood - Release in August 2019

by Hiddenx, 22:02

The tactical RPG Forged of Blood will be released in August 2019, an open beta version is available in June:

Hello backers!

After 3 years in development the team and I are so pleased to able to share our Steam Store page going live! We've been hard at work, and through all the challenges and delays we are very excited to share this moment with you.

We wouldn't be here without your support, and we need your help again to see us through on Steam. So we'd like to invite everyone to add us to your wishlists on Steam and to signup for our beta.

Follow the link below and be sure to say that you found us on Kickstarter to get priority entry!

Beta sign-up link:

Finally, we are also on Discord so come on over and chat here:

From all of us at the Critical Forge team, I want to say thank you for your support. We are very close to launch and now, more than ever, we want to hear from you.


Thanks daveyd!

Saturday - May 19, 2018

Forged of Blood - May Update

by Silver, 15:30

Forged of Blood has a new progress update for May.

May 2018, Progress Update

Hello everyone,

Our last update was over three months ago and we’ve been noticeably quiet for awhile – so much so that a few of our fans had decided to poke us to see if we’re still alive – but rest assured that we’re still hard at work on Forged of Blood. So where are we now? Well, we took a couple big hits on the production schedule when we had a couple medical emergencies and took on a few systemic overhauls to our key game systems, but I’ll take this update through one section at a time.

We’ll start with the art side, which has since wrapped up the 3D portion of our production rather nicely. The last three months has mostly been spent on expanding our map count with more unique scenarios tied to specific story driven combat missions and playing a long overdue game of cat and mouse with our asset production list. Our biggest challenge has been reviewing and taking inventory of all our art assets to see what needs fixing and to catch crucial items that may have fallen through the cracks in the last couple years – and boy there are plenty. So far, we’re in the process of building one final largescale custom map – that I had admittedly neglected to put into the pipeline months ago – and hammering through the tedious process of cleaning up our 2D UI assets.

On the animation side, we’ve wrapped up a couple of the big cinematics – music and all – and have begun to make a dent on the endgame variations that Forged of Blood players will have access to. To help make life
marginally easier for contractors and the animation side. I’ve parsed the epilogue cinematics into three segments, each with a number of variations that take into account the successes, failures, and personality choices in the game. Each of these segments will act as a standalone finale that reflect the player’s choices in their respective areas, that will then be combined into a final cinematic. Each scene will have to be specially crafted with unique voice-over and music work then paired with custom illustrative assets before it can be put into our system.

As for our programmers, they’ve taken on the brunt of the overhaul work to Forged of Blood in these past months. First and foremost, the key castle and strategic systems have been cleaned up and are now in the final phases of implementation. This will be followed by another UI pass… umm, when I get to it. They also made a huge step in overhauling and updating the narrative system for our various story arcs and quests. The new updates made to the narrative system gives us an incredibly robust and flexible ecosystem to tickle my storytelling fancies – which of course led me to do tertiary overhaul of the story arcs we had planned.

And so, we get to the narrative section of our game which has, and continues to be, the area that lags behind the most in our production. At the moment, I’ve writing out one of the three main faction story arcs, while also taking the time to make sure that the other arcs are updated to reflect the new updates made by the programmers. While it was time consuming at the time, this is really where that massive narrative overhaul really comes in handy. With everything now in place and the range of options we can now do on the quest level, I’ve been able to better tie the story arcs with the mechanics on the strategic level to really bring into perspective the large scale conflict going on in the game.

From the beginning, we’ve wanted to give players the option to chase down or skip the main story arcs, and with the current system I am able to add in a bit more nuance into the various routes that will be open to the player. This is all really exciting and daunting at the same time, as it does require rewrites across the board, but it is all an effort that I truly believe is worth it for the final product that Forged of Blood will become.

So far, we’ve implemented a good chunk of the smaller quests (with a veritable tonnage waiting in the wings for me to review), along with the opening act of the game. This has allowed us to have a small feel of how the narrative flow will be for the player and has further illuminated my writing. To give you guys a little perspective on our process, below is a quick snapshot of our opening act and how it was set up in Google Docs, and a look at how it translates into the system in UE4.

There is still a lot to do going forward, mostly having to deal with the implementation of all the small things that have been piling up over the years, but we are still firm in the commitment to release Forged of Blood in 2018 (though the exact month and date is still in flux). As things start to come together more quickly, we’ll start to push out a few more updates and screenshots, until then we’ll be chipping away at the enormous task of taking Forged of Blood across these final months. Until the next time, thanks for sticking with us!


Sunday - February 18, 2018

Forged of Blood - Progress Update & Release Timetable

by Silver, 14:12

A new update for Critical Forge announces Forged of Blood is close to being released.

Critical Forge Turns 2 & Progress Update

Happy Lunar New Year!

Interestingly enough, this year’s date nicely aligns with the studio’s two year anniversary. Two years ago to the day, six of us started this journey in a dusty office space with hand-me-down furniture and a few dozen boxes of electronics. In those first few days we didn’t have a studio name, a game title, or even an internet connection. All we had was a common dream to make something cool, something tactical, and something we can call our own. Yeah, that was cheesy, but honestly it’s hard not to get a little cheesy over something we’ve put our savings and a couple years (so far) of our lives into.

Now, we’re just months away from launching Forged of Blood and the last couple years has been an absolute blur. In that time we’ve built out the team to a studio peak of eleven and have said goodbye to some incredibly talented people as they moved on to other projects. At the end of the day, the game we will launch is a testament to their talent and I could not have been any more grateful to have had the chance to work with them so far.

So while the studio is closed for the Lunar New Year celebrations, I thought it would be nice to see just how far we’ve come. Thing is, while I’ve had this post planned for about a month now… the toughest thing about all this, is the sad fact that we don’t have a lot of “good” photos to look back through – a side effect, no doubt; of crappy office lighting, an old camera phone, and being a bunch of camera shy nerds, but I digress.


Two years ago:

Igor: “Here’s the thing though… I don’t want the same old thing. Light/dark… good/evil is boring. I want something with multiple traits we can track on something…”

Milo: “Oh, how about something like this?”

*Milo draws a circle on the board and three axes*

Igor: “Huh, that works.”

Milo: “Really?”

Igor: “Yeah.”

Milo: “Cool. Hey Joe, check this out…”

And so the TPI was born.

Granted, it still took another year or so of philosophical and mechanical debates, but the beginnings of what would be the driving narrative force in our game really did have such an anticlimactic beginning (you can read more about the system here).

The last two years came and went so quickly I still can’t quite believe that we’re in the home stretch. We’ve made a ton of mistakes in the process and we’ve had our share of disappointments (failed Kickstarter campaigns, missed opportunities, and seeing dear friends leave), but through it all we kept going and I knew that everything we did, we did for the betterment of the game. With scant resources and an ambitious timeline, this was (is) one hell of a project for a virgin studio and I am so proud to say that each member of our team has thus far exceeded every expectation.

So where are we now?

Well, the programming side is in implementation and clean up mode. It’s tedious, time consuming and often frustrating, but we’re inching our way through. On the art side of things, all of our 3D assets and special visual effects are done – and I’m very happy to say that we’ve exceeded our intended map-count by a comfortable margin. Our solo animator is busy putting together the final few cinematics with 2D assets coming in from the awesome folks over at Caravan Studios. Our music tracks are being finalized, and our custom creature sound effects are in production – leaving only the generic sound effects for us to deal with in the pipeline (one thing at a time…). On the narrative front, we are admittedly lagging – mostly due to the breadth of things pulling me away from it at any given point of the day. However we are making a ton of progress and I’m very relieved to have some solid friends helping me smooth things along there.

Forged of Blood, has been and continues to be one of the greatest challenges in my creative career. I’d like to think that I’ve grown over the last two years of mistakes and daily challenges,  and I truly believe that the studio will have something we can be very proud to call our own when it is all said and done. Nevertheless, the coming months will be hard and they will be stressful, I have no doubt of that; but I really hope that collectively we take a moment and look back on where we were just two short years ago. The progress we’ve made is tremendous, and the work we are putting out has been worthy of the very high bar we’ve set for ourselves.

With that, I’d like to close with my sincerest gratitude for every member of our studio – past, present, and future. We’ve done amazing things together and we’ve forged one hell of a game so far. We’re almost there, and I cannot wait to show the world what we’ve done.

To our fans, friends, and families who have cheered us on from the very beginning, seen us through our Kickstarter campaign and the aftermath, and helped us deal with the very real and very challenging stresses of game development – “thank you” is just not enough. We wouldn’t be here without you and we hope to make you all proud with the game we will launch this year, and seriously: thank you.

Finally, to those of you who are just joining us on this journey. Take a moment, have a look, and we hope you like what you see.

Here’s wishing everyone a happy and prosperous new year, and here’s to another year of adventures at Critical Forge.

– Igor

Sunday - December 31, 2017

Forged of Blood - Personality System

by Hiddenx, 09:40

In the turn based tactical RPG Forged of Blood your actions will be measured against three philosophies - Altruism, Hedonism, and Rationalism:

2017 Wrap-up & Personality System

Hey guys,

The studio will be going on break for the winter holidays but with the updates we just rolled out on the front page I thought we’d take some time to talk a little bit more about the Tri-Axis Philosophical Index we have for Forged of Blood.

The last time we talked about the personality system we touched more on the inspiration of the system. To recap: we really wanted to create a system that reflects the “grey” nature of our world and goes the beyond the usual binaries of good vs. evil, light vs. dark, etc. With our focus on choice and consequence, we also felt that it was important that the system have some very real consequences for the player beyond simply being a narrative tool for my whims. So we’d like to take this time to show a bit more of what the system actually entails.

In its current iteration the personality system is divided by three “philosophies” as opposed to “personalities” as to give the fairest interpretation between the three axes that the player will be measured against – and to try our best in removing overtly positive or negative connotations. Lorewise, the three philosophies represent three schools of thought that have shaped the world and upon which the denizens of Attiras are judged.

Altruism, Hedonism, and Rationalism make up the three axes of the circular index in which players will be plotted. The player, every playable character, Leivan (the brother King) and every conquerable region will have their own Philosophical Plot Point (PPP) that may shift throughout the duration of the game through direct and indirect player actions. With player’s parties and decisions acting as the unequivocal representative of the crown, Tavias’ plot point will act as the central point against which all decisions and consequences will be measured. Around this plot point is drawn what we call the: Philosophical Distance Threshold (PDT), which is a radius drawn around Tavias’ PPP that will denote the moral latitude that the different characters will accept. This plotted point will shift according to the player’s actions as they complete quests and advance the storyline.

Thanks Farflame!

Wednesday - November 15, 2017

Forged of Blood - About the Fog of War

by Hiddenx, 22:36

Creative Director Igor explains the fog of war mechanics in Forged of Blood:

Fog of War. What is it good for?

Hey everyone,

I’ve been super lax with these updates – the schedule is getting tighter and the pressure is definitely on to get Forged of Blood over the last few months here. However, we do have a cool new update to share so here we go:

Over the last couple years, we’ve had some hazy discussions internally over the implementation of a Fog of War system in Forged of Blood. Should we? Would we? Could we? It was one of those things that we unanimously agreed that we “would” with the “should” and “could” of all up in the air until we’ve developed the rest of our mechanics.

Early on in the development process, we had designed the basic tactical mechanics around the idea of being able to survey the battlefield and the enemies in it right away (this goes back to the “meaningful choice” design pillar we chose). Over innumerable playtests in the last couple years, the tactical game loop had largely revolved around two steps:

  • Scrolling around the map to find the enemy spawn.
  • Reacting and moving units accordingly.


Thanks Farflame!

Monday - July 17, 2017

Forged of Blood - Trailer

by Silver, 23:05

Forged of Blood continues to make progress as you can see in the trailer.


A quick trailer showing some of the new environments and combat in Forged of Blood. All footage taken from our pre-alpha builds.

Sunday - May 21, 2017

Forged of Blood - Tactical UI Overhaul

by Hiddenx, 08:45

The Forged of Blood devs keep on working, despite their failed Kickstarter campaign:

Tactical UI Overhaul


Hey guys, we’re back to our regularly scheduled programming (blog schedule) as we formally close our crowdfunding round. While the outcome was unfortunate (see our closing remarks here: ) we are excited to go back to our (more or less) regular production schedule as the team is no longer stretched out in trying to chase down PR leads and maintaining the campaign. To everyone who keeps up with us here and on the communities we are always open to your comments and suggestions  so please do continue to engage us. To start us off with a bang, Ken’s here to talk about our most recent overhauls to Forged of Blood:

The UI Overhaul

Hello readers, this is Ken writing, and I am back with a post covering our UI (User Interface) and more specifically UX (or User Experience), and their evolution. For this blog, I will focus on the Tactical Layer specifically.

Rethinking Our Tactical Layer

While our first run at the UI design worked well from the art standpoint (Igor and I are very happy with the minimalist fantasy thing we have going on), our trips to Gameprime Asia 2016 and PAX East 2017 gave us a lot of to reflect on. During the events, we had players play our Tactical Layer gameplay. Although there were a lot of gameplay improvements from Gameprime to PAX, the UI and UX remained consistent throughout, so feedback and criticism about the UI were taken very seriously by us. One of the most jarring UI issues we saw was that players kept trying to hit enemies behind cover using low-level Maul attacks – with a 0% Hit Chance. This concerned us as this meant that the displayed tactical information was not conveyed well to the players.
In the old Tactical UI, when a player had to make a decision to attack an enemy, their eyes needed to shift to the bottom left area to check their attack’s Hit Chance. While if you need to check the status of the enemy you had selected, you had to look towards the bottom right area. This huge space gap of space between the displayed information was very unintuitive as players will tend to be oblivious about the information presented.


Sunday - April 02, 2017

Forged of Blood - Kickstarter Update

by Hiddenx, 08:35

Here's Kickstarter update #8 for the turn based tactical RPG Forged of Blood:

Update #8 - Worldbuilding and Final Days for Thunderclap

We're all home - finally! 

It's been a few long weeks but the studio team is all back together and we're going to start churning out updates at a quicker rate now. For today we have a short video talking about our approach to worldbuilding the world of Attiras and as always we want to hear your thoughts. We also have an earlier blog post on the subject if you want a little bit more information.


Finally, our Thunderclap campaign is also coming to a close in just a few days and we need all your help in getting the message out.

We'll do a faction breakdown next week so stay tuned!

Thursday - March 09, 2017

Forged of Blood - Now on Kickstarter

by Silver, 11:49

Forged of Blood is on Kickstarter seeking 150K with 56 days still to go and has made a solid start. The game is trying to get on Steam through greenlight so vote here if so inclined.

Forged of Blood is a fantasy turn-based tactical RPG that focuses on creating a deep tactical gameplay experience centered around meaningful choice in a morally ambiguous world. With this game, we are merging a deep turn-based tactical game with an elaborate RPG experience that takes players on a journey to reclaim a lost kingdom.


Sunday - March 05, 2017

Forged of Blood - Kickstarter: March 6

by Hiddenx, 08:34

Critical Forge informed us that the Kickstarter for their tactical RPG Forged of Blood starts tomorrow:

Forged of Blood Game Details:

A Fantasy Turn-based Tactical RPG, Forged of Blood places the fate of an entire world on your every decision. Engage in challenging tactical combat as you find your place in a morally grey fantasy world and decide whether the ends will ultimately justify your actions.

Key Features:

  • Tactical Fantasy: Take to the field with sword and shield or cast powerful spells in deep turn-based tactical combat against monsters and men.
  • Classless Warfare: With 9 unique weapons and a vast magic system, Forged of Blood lets you build your characters the way you want - without being constrained by the typical tank/DPS/healer roles.
  • Science in Magic: Explore the freedom and mysteries of one of the most complex and unique magic systems ever attempted in video games. With 60 Effects, 18 Effect Modifiers, and 18 Global Modifiers to choose from, the possibilities for spell crafting are vast.
  • Kingdom at War: Command up to three parties of heroic characters on the strategic layer in your fight to reclaim the empire you lost.
  • Meaningful Choice: Your choices matter. From character building to your choices in the game narrative, your decisions will reverberate across the Strategic and Tactical layers of the game.
  • Your ends; your means: In a world of grays and unique perspectives, it is up to you to decide what is “right” and “wrong” for the future of Attiras. Forged of Blood will introduce a new Tri-Axis Personality Plot (TAPP) system in lieu of the traditional Good vs. Evil scale common in most RPG settings.

Current Schedule:

Pre-production: February 2016 – July 2016
Production: July 2016 – October 2017
Additional Funding Round: March 2017
Final-production: October 2017 – Mid 2018

Game related links:

Forged of Blood Website:
Like us on Facebook:
Follow us on Twitter:

About Critical Forge:

Critical Forge is a young studio with an old soul, looking to make the games we grew up playing. We are a small independent team based out of Jakarta, Indonesia, currently in production of a fantasy tactical RPG: Forged of Blood.

Friday - December 23, 2016

Forged of Blood - Year in Review

by Hiddenx, 21:36

The devs of Forged of Blood take a look back at their development year 2016:

2016, Development Year in Review

As the year draws to an end, I thought it would be appropriate for me to look back at what the studio has accomplished this year.

When we started the journey around mid February of this year, we had yet to form the full studio team. While we had a vision of the type of game we wanted to make (that is a fantasy turn-based tactial RPG), we didn’t quite have concrete plans or the game design ready yet. A lot of early work went into developing the game design and prototyping the tactical combat layer that would eventually help shape the vision as we moved forward.

This year, we placed a lot of emphasis on developing the tactical combat layer as that would be the heart and soul of our game. – with the strategic conquest and narrative layers existing to support this tactical combat layer.

Here’s a brief look at the progress we’ve made so far this year on the Tactical Combat Layer:


Even with the weight of the studio thrown into developing the combat layer, we haven’t lost sight of the bigger picture. For the narrative layer, we completed the worldbuilding (interesting sidenote: Merriam-Webster’s dictionary is currently looking at “worldbuilding” to be potentialy added in; Igor is pretty excited about it – enough to put this annotation in) with 5000 years of world history written up. We also have the bare bones skeleton story nodes completed and ready to be fleshed out going into 2017. For the strategic conquest layer, we had most of the conquest features done along with the basic design and UI pass waiting on full implementation and integration.

Here’s our Strategic Conquest Layer progress video for 2016:



Tuesday - December 20, 2016

Forged of Blood - Tactical Combat Progress

by Hiddenx, 08:36

The following video shows the evolution of the tactical combat of Forged of Blood in 2016:


From the base toolkit to our Game Prime showcase, we've come a long way - but have so much more to do going into 2017.

Monday - December 05, 2016

Forged of Blood - Pre-Alpha Gameplay

by Hiddenx, 23:15

Here's some gameplay footage from Forged of Blood:


A quick compilation video from our Game Prime Asia hot-seat demo. This is a Pre-Alpha build, made specifically to allow Game Prime visitors to try out a small fraction of our tactical game. Going forward, we will be implementing our Strategic and Castle building layers, single player story, quests, and magic systems.

Wednesday - November 30, 2016

Forged of Blood - Announced

by Hiddenx, 23:24

Farflame spotted an upcoming tactical turn-based RPG called Forged of Blood:

Forged of Blood - Features

  • Tactical Fantasy: Take to the field with sword and shield or cast powerful spells in deep turn-based tactical combat against monsters and men.
  • Classless Warfare: With 9 unique weapons and a vast magic system, Forged of Blood lets you build your characters any way you want – without being constrained by the typical tank/DPS/healer roles.
  • Science in Magic: Explore the freedom and mysteries of one of the most complex and unique magic systems ever attempted in video games.
  • Kingdom at War: Command up to three parties of heroic characters on the strategic layer in your fight to reclaim the empire you lost.
  • Meaningful Choice: Your choices matter. From character building to your choices in the game narrative, your decisions will reverberate across the Strategic and Tactical layers of the game.
  • Your ends; your means: In a world of grays and unique perspectives, it is up to you to decide what is “right” and “wrong” for the future of Attiras. Forged of Blood will introduce a new Tri-axis Personality Plot system in lieu of the traditional Good vs. Evil scale common in most RPG settings.

-> Blog entry about world building.


Information about

Forged of Blood

Developer: Critical Forge

SP/MP: Single-player
Setting: Fantasy
Genre: Tactical RPG
Combat: Turn-based
Play-time: Unknown
Voice-acting: Unknown

Regions & platforms
· Homepage
· Platform: PC
· Released: 2019-08-01
· Publisher: Critical Forge