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About Astralis: Dawnblades

Astralis: Dawnblades is a heroic fantasy RPG about leading the Dawnblades, an independent mercenary company operating across a land of kingdoms, ancient magic and rising threats. You recruit and develop fighters, prepare squads, choose contracts and explore dungeons node by node. Each expedition tests whether you should push farther for better rewards or retreat before wounds, losses and poor decisions take too great a toll.

Lead the Dawnblades

You manage a company rather than a lone hero. Recruit fighters, assign them to squads and shape their roles through classes, specializations, equipment and combat synergies. Prepare teams for each contract, region and enemy type, and make choices as the company navigates the competing interests of common folk, powerful rulers and legends that become real.

Run your stronghold

Between expeditions, your headquarters supports the company’s preparations. Manage recruits and squads in the barracks, unlock tactical options at the academy, organize recovered gear in the guild bank, and craft or improve equipment at the crucible. Loot becomes part of your strategy as you equip useful finds, dismantle unwanted gear and craft weapons, armor and accessories for the builds you want, from durable frontline squads to burst-damage teams, control-focused builds and balanced groups.

Explore hostile regions

Expeditions cross connected, node-based maps containing battles, events, choices and rewards. Each node can affect the mission: fights drain resources, detours can uncover needed materials, and risky decisions may pay off or leave your squad too weak to finish the route. Choose your path, manage health, resources and momentum across the expedition, and decide when to continue or bring your loot home.

Fight tactical battles

Combat is turn-based and built around skill choices, cooldowns, role positioning, resistances and synergies between mercenaries. Each encounter asks you to choose skills, protect the right character, exploit enemy weaknesses and preserve enough resources for the rest of the expedition.

MATB is an optional layer over classic turn-based combat. Characters act when their skill charge bars fill, and initiative makes them fill faster. Musical tension creates timing windows that boost physical or magical attacks, with critical opportunities when those windows begin. You choose both what to do and when; you can leave MATB off for a more classic pace or enable it for extra pressure and mastery.

A three-act campaign

The Dawnblades travel through regions shaped by rival powers, ancient legacies and creatures that can turn any contract into an adventure. Across three acts, contracts develop into quests about loyalty, courage and command. The story follows not only whether the company can win its battles, but also what kind of force it becomes.

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