indiegame.fan
Tight Tactics header art

Tight Tactics

Be ready for turn-based combat in this roguelite to kick off with the enemy opening fire on you first, trying to keep you from regrouping, and one bad decision leading to the death of your entire upgraded squad

Steam Page
Developer
Publisher
Release
Coming Soon
Steam Reviews
No reviews yet

Does this feel indie?

Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.
No votes yet
Vote on More Games
Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Tight Tactics?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Tight Tactics?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Tight Tactics self-published or published by Only Tactics?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Tight Tactics and Only Tactics funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Tight Tactics and Yellow bear?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Tight Tactics?Release statusWhether and how the game has been released.

Media

9 items

About the Game

   

Military tactics in a turn-based roguelite. Small squads, tight locations, clear rules. Build your soldiers, survive the run. 

The essence of the game

A turn-based tactical roguelite built around one idea: the principles of small military units, simplified into clear rules. Suppression, flanking, cover, concentrated fire — the same thinking that wins fights. Yes, there will be mechs, drones, and monsters. But this game stays about tactics until the very end. Each unit gets one action per turn: move, shoot, overwatch, or skill. All numbers are small and clear. Difficulty comes from the situation, not the system.

Game loop

You start with 3 personal soldiers. Between missions you develop their skills — but every skill card gives something and takes something away. A fully upgraded soldier with the wrong skills can be weaker than a recruit. In most fights you fight alongside allied units, which you also control. Your personal squad is your constant — they carry progress between missions. Lose someone permanently — you hire a replacement who starts from zero. Missions are randomly generated, but balanced.

What to expect

  •  Short, intense fights in tight locations

  • Aggressive AI that maneuvers, suppresses, and adapts

  •   A skill system where every choice has its price

  • Runs lasting 2–10 hours from start to finish