What Together in Battle is

Together in Battle is a Fire Emblem-style strategy RPG where you manage a team of fantasy gladiators on the island kingdom of Dese. You arrive with a secret mission to find and train loyal fighters while an imperial praetor hunts you down, and you get drawn into a royal conspiracy that decides the fate of the island. Between the arena fights and the intrigue, you run the day-to-day side of things: keep food stocked, make payroll, shop, train, recruit, and investigate. The game mixes hand-designed battles with procedurally generated arena fights, so no two runs hand you the same roster or the same problems.

How a group plays it together

The Steam features list Remote Play Together, so one person owns the game and friends can join in over a stream. Since the game is tagged Singleplayer, the group's approach is usually one player driving while the rest watch, argue over positioning, and call the shots. That works well here: combat is grid-based and deterministic, with an unlimited undo stack, so you can talk through a turn, try it, and rewind if the plan falls apart. Turn flexibility helps with group decision-making too — you can move one character, move another, then go back and finish the first one's turn.

Battles reward positioning over luck

Combat is built around terrain and placement rather than dice. Claim elevation to boost your effectiveness and hinder the enemy, shove and pull foes into water, lava, chasms, traps, or off cliffs, and strike from behind to avoid counterattacks and score a big damage bonus. Environments are destructible: doors, walls, bushes, and barricades can all be smashed, and defensive terrain like tall grass can be hacked down to deny the enemy the same cover. Weather changes the field with rain puddles, ice slicks, and fires, and you can build your own structures — bridges, barricades, frozen ice bridges, explosives, traps, infernos. The AI uses all of this against you: it takes high ground, exploits weak positioning, cuts through barriers, and competes for item pickups.

Characters are people, not stat blocks

Every recruit has traits, a personal history, beliefs, hobbies, and secrets. A jokester boosts morale with impressions, a hunter stocks food with wild game, a baker makes cookies and cakes to eat or sell, a gambler wins money at bars. Dancers are nimble, sailors swim well. Some characters are prone to depression or self-doubt, and they cope in their own ways — long walks, prayer, or long-term projects like growing vegetables, forging weapons, or writing novels. Relationships are emergent: let friends fall in battle and characters can become depressed, let morale drop and you risk resentment and desertion, keep them happy and they form bonds, give each other nicknames, and even share combat skills. Each day gives you 2 Time Points to spend on fighting, quests, shopping, training, recruiting, or investigating, and at night characters talk and build relationships at camp.

Before you start

Expect a management layer alongside the tactics: food, payroll, and a ticking clock all matter, and your choices about how each day is spent carry weight. The roster is deep — 24 base classes with branching promotions for 75 total classes, more than 175 skills, 6 playable species, procedurally generated characters and weapons, a trainer for stat fixes and multi-classing, and a jobs board for sending characters off to earn money. There are multiple endings, dozens of random events and side quests that play out different ways, and the store text notes you won't see everything in one or two playthroughs. A custom character maker lets you set traits, portraits, personalities, growths, and custom dialogue, and a campaign creation suite includes a map editor, cut scene editor, dialogue editor, and skill editor for building your own SRPG campaigns.

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