With its rustic low-poly aesthetic, systemic world design, and partially hands-off approach to combat, Project Shore looks to be an interesting entry among indie turn-based strategy games.
As a mercenary company commander, you are merely one party among a larger world in Project Shore. Reminiscent of the tactical RPG Battle Brothers, the fate of your mercenary brethren are in your hands, both in combat through smart orders and equipment and off the field through upgrades and picking your battles and navigating the domino effect of your choice of who to fight and how that influences the landscape.
Combat is the core of Project Shore. With up to 18 warriors or more in your unit during a battle, it would be tedious to issue orders to each one as conflicts grow more complex. Instead Project Shore revolves around indirect command. Groups of warriors are divided into “union” to which you order to support, attack, move, hold position, and so on. On a more granular level, “preparation points” lets you fine-tune union behavior and prioritize certain actions, to unleash specific tactics.
Project Shore is still early in development; you can find a alpha download on the game’s IndieDB page and follow its progress through Twitter.