Tactical Breach Wizards is finally out!

The developers behind Gunpoint and Heat Signature have suddenly, with only 6.8 years of forewarning, released their next game.

Tactical Breach Wizards is a turn-based tactics game in which you lead a team of renegade wizards in kevlar, as they unravel a modern conspiracy plot and/or find the most stylish way to punch a Traffic Warlock through a 4th story window.

It's a single player, story-driven campaign about 15 hours long, and it costs $20, or $18 this week.

Fans of wizards and not reading things will be excited to hear this sentence is about to end, plunging you into a launch trailer:

Fans of wizards and not watching the launch trailer will be shocked to learn of several mildly persuasive bribes being offered to those who buy the game in launch week, which ends August 29th.

This week only

An extremely normal 10% off

Mostly exists to make you feel a vague sense of urgency about the whole thing.

Another 10% off if you buy it with (or already own) Cobalt Core

If you're not familiar, Cobalt Core is an excellent roguelike deck builder with a sense of humour very much in line with our own. (This bundle technically lasts for 2 weeks.)

The WIZ-TAC outfits set

Buying the game this week also automatically adds an extra pack of semi-exciting outfits to dress your little wizards in. These are purely cosmetic, and by no means the fanciest outfits in the game, they're just a little thank you for supporting us when we need it most.

If your vague sense of urgency has now risen to uncomfortably moderate levels, allow us to deflate it by clarifying that these outfits will always be available as part of the Special Edition, which also includes in-game developer commentary, the soundtrack and an overly ambitious demo we never released.

Enough! It's time to list some of the game's features, punctuated by bombastic gifs!

Features

It's a single player, story-driven campaign of about 15 hours, in which you:

Combo spells for satisfying results

Each of your wizards has a unique set of abilities, from a straightforward lightning bolt to transforming into a rabid dog. They're designed to be fun by themselves, but combine in more ways than even we can figure out.

Experiment freely, rewind your mistakes

We let you freely rewind your turn, which means you can try every wild idea you have. It might work beautifully, fail spectacularly, or screw up in a way that gives you new ideas. Either way, you play it out in-game instead of scratching your head.

Fight the (various) power(s)

Your team are a motley crew of misfits on the wrong side of the law, fighting against the Rushwater PD and their Traffic Warlock, a religious dictatorship and their Riot Priests, and a private military corporation meddling with magic to enhance their troops.

Upgrade your spellbook

Every ability for every wizard has a set of unique perks to unlock as they level up, tailoring their powers to your playstyle, and enabling even more ridiculous ways they can combo with each other.

Unravel a conspiracy, stop a war

As the enemy plot thickens, key players and their relationships are added to your conspiracy map to keep track of the important bits. You can delve deeper into the details, arrange them in a way that makes sense to you, and keep a visual overview of what's going on.

Tell me one last thing before I buy it

Tactical Breach Wizards is the third and (probably) final game in the tenuously connected Defenestration Trilogy, following on from Gunpoint and Heat Signature only in the sense that people can and will be propelled through windows by your actions. Did we mention you can buy it now.