Commandlings combines creature collection, deep RPG progression and challenging real-time battles. Explore between demon invasions, prepare your castle’s defenses, and push deeper into the Ancient Ruins to find where the demons come from. Before every battle, assemble your army, then take direct control of the Commander and fight alongside your warband.
Collect 200+ Commandlings
200+ creatures are planned at release (93 in the current build), each with its own abilities, strengths and battlefield role. Scout the enemy, choose the right lineup for each encounter, and exploit its weaknesses. A limited deployment budget makes every choice count: who you bring and where you place them can decide a difficult battle.
Fight alongside your warband
Take direct control of your Commander while your army fights independently. Every creature has its own combat tactics that shape how it moves, uses abilities and picks targets. Reposition and time your abilities to support your army as the battle unfolds.
30+ classes. Countless builds.
30+ classes are planned (26 in the current build). Develop your Commander through attributes, equipment and Augmentation Stones that transform how your abilities work. Experiment with combinations to shape your playstyle and complement your warband. Heroes you've developed can join your army too, keeping their equipment and builds.
Explore beyond the battlefield
Explore a world threatened by a demon invasion. Meet new characters, take on quests, and trade with merchants for recruits and equipment. When the demons strike, defend your castle wave by wave, then descend into the Ancient Ruins before they close.
The minimum specification is the current performance target. Recommended hardware will be confirmed after optimization, before release.
Minimum
OS
macOS 12 Monterey or later
Processor
Apple M1 or newer
Memory
8 GB RAM
Graphics
Apple M1 integrated graphics or better (Metal)
Storage
10 GB available space
Recommended
OS
macOS 12 Monterey or later
The minimum specification is the current performance target. Recommended hardware will be confirmed after optimization, before release.
Preliminary requirements; subject to change before release.
Frequently asked questions
When does Commandlings release?
Commandlings is planned for release in Q4 2027. Wishlist the game on Steam to be notified the moment it launches.
How much will it cost?
Pricing will be announced closer to release.
Which platforms is it coming to?
Windows and macOS (Apple Silicon) through Steam. Android and iOS versions are planned.
Will it run on Steam Deck?
Steam Deck support is planned for launch and is part of the final polish phase on the roadmap.
Does it support controllers?
Controller support is planned for launch alongside Steam Deck support. The current build is played with mouse and keyboard.
Is there multiplayer?
Commandlings is a single-player game.
Which languages are supported?
The interface and text will be available in English, Japanese, Korean, Simplified Chinese and Traditional Chinese.
Is there a demo or playtest?
Not yet. A public demo is planned for 2027; follow the game on Steam to hear about playtests and demos first. Publishers and press can request a private build at tacticsmithgames@gmail.com.
Media
Trailer & screenshots
Watch the gameplay trailer and browse screenshots from the current build. Select any screenshot to view it full size.
Screenshots
Press & creators
Full-resolution screenshots, key art and logos are in the press kit, along with the fact sheet and contact details.
Commandlings is a real-time tactical RPG. Collect creatures with distinct combat styles, plan their deployment, and take direct control of your Commander while your warband fights on its own.
Long description
Commandlings combines creature collection, deep RPG progression and challenging real-time battles. Before each encounter, players assemble an army from a collection of 200+ creatures planned at release (93 in the current build), each with its own abilities, strengths and battlefield role, and place them within a limited deployment budget. In battle, they take direct control of the Commander while the warband fights independently, with every creature following its own combat tactics.
Between battles, players develop their Commander across 30+ planned classes (26 in the current build), using attributes, equipment and Augmentation Stones that change how abilities work. They explore a world under demon invasion, meet characters, take on quests and trade with merchants for new recruits and gear.
Key features
Collect 200+ creatures (planned at release; 93 in the current build) with distinct abilities and battlefield roles.
Plan every deployment with a limited budget. Who you bring and where you place them matters.
Fight alongside your warband in direct control of the Commander while creatures act on their own tactics.
30+ classes and deep builds (26 classes in the current build): attributes, equipment and ability-changing Augmentation Stones.
Explore a world under siege with quests, characters and merchants.
A real-time tactical RPG. Collect an army of creatures, then fight beside it as the Commander.
Windows & macOS via Steam
Q4 2027
Android & iOS planned
5 interface languages
Tacticsmith Games is looking for a publishing partner
The hook
Collect Commandlings. Build your warband. Lead the fight.
You pick which creatures to bring and where to place them, within a limited budget. When the battle starts they fight on their own, and you play the Commander yourself.
Gameplay trailer · 79 seconds · current build
Why it stands out
Creature collector, auto-battler and action RPG in one battle
01
Collect
200+ creatures planned, 93 in the build today. Each has its own abilities and role.
02
Command
You have a deployment budget. Who you bring and where you place them decides most battles before they start.
03
Fight
You play the Commander directly, with MOBA-style controls and your own class, abilities and gear.
Players of these will feel at home
Pokémon · Palworldcollect and field creatures
Teamfight Tacticslineups, budgets and counters
League of Legendsclick to move, aim your abilities
Diabloclasses, gear and build-crafting
Indie peers: The Last Flame and Astronarch, party-building auto-battlers, both rated Very Positive on Steam.
Campaign loop
Explore, prepare, defend, descend
Explore
Travel the world, find allies, take quests and recruit Commandlings.
Prepare
Buy recruits and gear from merchants, upgrade the castle and unlock defense rooms.
Defend In development
Deploy the warband and hold back the Demon Invasion wave after wave.
Descend In development
An Ancient Ruins portal opens after each invasion. Push toward the source of the demons.
↺ Then back to exploring with a stronger warband before the next invasion.
Game modes
Four game modes in one campaign
Exploration
Travel between regions, meet characters, trade with merchants and fight real-time battles within a deployment budget.
Demon Invasion In development
Wave-based castle defense. Start with one room plus the King Room, then unlock more on the upgrade tree, including a Monster Room and a Boss Room for a single Commandling. When a room falls, the next line of defense takes over, down to the Commander, the King and his guards.
Ancient Ruins In development
Roguelike in spirit: a one-day expedition after every invasion that ends when your units or resources run out. Encounters return on each visit, up to four times, so a stronger warband gets further on every run.
Arenas Planned
Challenge encounters with their own rules, such as melee-only lineups or banned creature families.
Pillar 1 · Collect
200+ Commandlings, each with a job
No two Commandlings fight the same way. Each has dozens of stats, its own abilities and its own combat behavior. Before each battle you scout the enemy and pick the creatures that counter it.
Creatures fight on their own. You play the Commander.
Creature tactics. Each Commandling decides how it moves, which ability it uses and whom it targets.
Direct control. Position, time and aim the Commander's abilities to support the warband.
Deployment matters. Who you bring and where you place them decides the hard battles.
Pillar 3 · Fight
30+ classes, endless builds
Attributes, equipment and Augmentation Stones all change how abilities work: a Morph Stone turns Firebolt into Fireball. Heroes you've built can join the army too, with their gear and builds, although each can fight only once a day.
Between battles, players explore regions, meet characters, take on quests, rest at camp and trade with merchants for recruits and equipment. Each new region adds tougher enemies and new creatures to recruit.
Audience & platforms
Who it's for, and where they'll play it
Players
Collectors who want every creature. Lose to a powerful boss, come back stronger, beat it, then recruit it and send it against your enemies.
Planners from auto-battlers and tactics games who enjoy lineups and counters.
Build-crafters from action RPGs. Each class has up to 5 customizable abilities, 5 passives, up to 5 more passives from equipment, and attribute points to spend.
Premium single-player game. Short sessions per battle suit both PC and mobile.
Platforms
Launch · Q4 2027Steam: Windows and macOS (Apple Silicon)
After launchAndroid and iOS ports
Languages at launch
English
日本語
한국어
简体中文
繁體中文
More languages, including European ones, are planned.
Asian markets
Looking for a partner to bring Commandlings to Asia
Why Asia
Creature- and hero-collection RPGs have large, loyal audiences in Japan, Korea and China.
Simplified Chinese is one of the most used languages on Steam (Steam Hardware & Software Survey).
A later mobile version reaches the region's largest player base.
What I need from a partner
Publishing in Japan, Korea and China: local storefronts, platforms and contacts
Regional press, creators and communities (Bilibili, Weibo, X, YouTube, Naver)
Regional shows such as Tokyo Game Show, BitSummit, ChinaJoy and G-STAR
Localization quality, LQA and culturalization
Already in place
Steam page and trailer in Japanese, Korean and both Chinese scripts
Regional storefront and trailer materials ready for outreach
Where it is today
What's playable, and what's next
Works today
Real-time battles with direct Commander control
Creature combat tactics
Deployment budget, placement, challenge tiers
160 items and per-class loadouts
Merchants and recruiting
Saving and loading
Needs polish
— classes, — playable in the current build
Augmentation and Morph Stones
Heroes joining the army
Quests, dialogue and journal
Castle upgrades, day cycle, camp
Onboarding, settings, audio
To build for launch
Demon Invasion, Ancient Ruins and Arenas
Village, more regions, the ending
Roster from 93 to 200+ creatures
Localization into 4 more languages
Steamworks, controller, Steam Deck
Can follow in updates
Further roster growth after launch
Android and iOS
More languages, including European ones
Also done: Steam page live since September 2026 · commissioned capsule art · trailer localized into 4 languages · press kit and a 100+ outlet press list
Full-time since 2025. A playable build is available for publishers now.
Roadmap
Development phases to launch
2022–26Q4 ’26Q1 ’27Q2 ’27Q3 ’27Q4 ’272028 →Planned dates; depend on the partnershipToday
0Foundation2022 – 2026
Prototyping, core systems, combat and creature behavior, tools and content pipeline
Done ✓
1Playable buildNow · Q4 2026
Publisher demo, closed playtests, partner signed
We are here
2Vertical sliceQ1 2027
Final-quality slice: Exploration, Village, Castle, Demon Invasion, Ancient Ruins, Arenas
Q1 2027
3Content & feedbackQ2 – Q3 2027
Content production across the game, balanced with playtest feedback
Q2 – Q3 2027
4FinalisationQ4 2027
Polish, bug fixing, performance, Steam Deck, localization with native review
Q4 2027
5Launch & beyondQ4 2027 →
Windows and macOS in 5 languages, then updates, Android and iOS
Launch →
123456
1Partner signed; press and creator outreach
2Vertical slice with new trailer and screenshots
3Public demo or Steam Playtest in June; sooner with partner support
4Content complete
5Steam Next Fest, October: our one entry, timed for launch
6Launch in Q4 2027; Asian partners and PR
Developer
Solo-developed since 2022
Patryk Soltysik
Founder & solo developer · Tacticsmith Games
Game design, programming, combat and creature behavior systems, content, data pipeline and in-house tools. Commandlings has been built by one person from the first prototype to the playable game it is today, full-time since 2025.
Where a partner fits
Publishing, marketing and store presence
Asian partners and localization
UI design direction, outsourced art, QA and porting
Low running costs: partner funding goes straight into the game and its launch.
The ask
A $50k development advance and a publishing partner
The advance keeps development going full-time to launch. The wider budget, $74k to $220k in total, depends on which services the partner provides. Region-specific partners for Asia are welcome.
$74k
Essentials
$50k development advance through launch
Translation with native-speaker review, and a paid QA pass before launch
Store page refresh: trailer re-edit and capsule variants
The partner brings in-house PR, creator outreach, platform relationships and Asian partners
$220k
Full partnership
Everything in Essentials
Marketing, creator and event campaigns; Asian storefronts and regional PR
UI polish and onboarding, an art upgrade (stylized creature portraits, class art, icons) and original soundtrack themes
External QA and test hardware
Advance paid before launch: 25% at signing · 25% vertical slice · 20% public demo · 20% content complete · 10% release candidate. The partner spends the publishing budget directly.
Budget
Where the money goes
Item
Essentials
Full
Runway to Q4 2027: full-time, software, assets
$50k
$50k
UI design and polish: visual direction, readability, tutorial