Content Rating: 16+ (References to alcohol, strong language)
Hello everyone, my name is Ryan or Whimsy, and I am very excited to share this project with you!
Gravitas: Noblesse Oblige (GNO) is a turn-based strategy RPG that will be released on Steam in the future. This project is heavily inspired by Fire Emblem and some members of the FEU community are contributing to its development, hence this post. The distinguishing features of GNO are in its campaign layer. There is a campaign map with a fully simulated economy system and dynamic trade routes. The world of Gravitas is very much alive and will react to your decisions. Armies will need supplies and you’re in charge of making sure they get them. Where two hostile armies meet on the campaign map will determine the battlefield. The goal of a campaign is to complete the main character, August’s, Ambitions. Every character will have their own Ambitions, see if you can achieve them all in one campaign to complete a Golden Run. The closest comparison to the game’s ‘formula’ is the Total War series, but like, Fire Emblemy, you know?
No generative AI is being used on this project, and furthermore, ick.
Wishlist on Steam!
Gravitas: Noblesse Oblige on Steam
Key Features
- Economy: Every city produces goods and has a local Supply:Demand which influences prices. Trade Routes can be used to buy low in one market and sell high in another for profits. Stay tuned for detailed information in developer diaries.
- Cost of Living (COL): Certain goods are Staples and your pops need to buy them. If the income of your people is lower than the COL in the city, they will be living in Poverty and have negative population growth. These pops may turn into Bandits dynamically if their needs are left unaddressed for too long. Man’s gotta eat one way or another.
- Politics: You will rule over a nation and as its king you are in charge of its laws and tax code. That does not mean people will like what you pick. Different Factions will have support from your people depending on their jobs. These factions will advocate for different law changes and upsetting them too much can result in rebels spawning from your cities.
- Diplomacy: You will need to manage diplomacy yourself, controlling who you ally and rival on the campaign map. There is a great deal of variation on game start up, altering the diplomatic web each campaign. Cozying up to someone will upset their enemies, and the knock on effects continue from there.
- Logistics: Your armies will carry Supply on them. Each turn on the campaign map they will consume Supply, if they run out they will take attrition, losing HP, Morale and Stamina. To keep them fed in the field and while besieging, you will need to create Supply Trains and safely escort them to your Army, which may require a smaller Army to protect the Supply Train.
- Recruitment: There are many named characters, but you’ll also need to recruit generic Troops from your population. The Troops you can recruit vary based on culture. Troops and characters can not be healed during battle. Characters can only be healed by purchasing Medicine in cities and Troops need to be reinforced with more population. Human lives are the most precious resource in this game in a very tangible way. So don’t run out!
Tactical Combat
Here I’m going to list all the ways combat differs to Fire Emblem. Combat encounters can be scripted by the narrative or dynamically by encountering a hostile enemy on the map. The location (Grassland, City, Forest, Beach, etc.) will then determine the battlefield.
- Turn Order: You move 1 Troop at a time, then the enemy moves 1. Like chess. You can’t move the same Troop again until everyone else has moved. Prioritizing who to move where to cut off enemy movements is a key consideration you will always be making.
- Phases: There is a Maneuver Phase (MP) and a Combat Phase (CP). During the MP you move your Troops. Once all Troops have moved, it shifts to the CP where you take turns issue your attack orders back and forth.
- Morale: When taking damage Troops will also lose Morale. If an ally dies near them, they will also lose morale. If their Morale hits 0, they will Rout. Routed Troops cannot be controlled and will run to the edge of the map before fleeing on the following turn.
- Stamina: Every movement and attack will cost Stamina, as well as certain abilities. Troops with low Stamina get stat penalties in combat and be unable to activate certain abilities. Relying on a single Troop to juggernaut is not as effective.
- Charge Bonus: All Troops have a Charge stat which is added to their melee damage if they moved more than 1 space before attacking. This encourages aggression and creates new Troop archetypes.
- Flanking: Having an ally on the opposite side of an enemy will lower their defenses and evasion.
- Zone of Control (ZoC): Moving adjacent to a melee Troop will end your movement. Trying to leave an enemy’s ZoC will give them a free Opportunity Attack. Limiting enemy movement to protect your squishies is a pervasive consideration at all times.
Story
The Hunter’s truce has finally ended and the fractured city-states of the former empire are poised to secure their positions. Among the disparate players on the board, the Champion of the West Wind stands out for having nearly succeeded in completing the Hunter’s challenge. Though he failed and the empire dissolved at the Great Wolf’s howl, the people are desperate for a hero and that is a most convenient role for August. Having received Meridian’s blessing, he will do all he can to prevent this period of warring states from ravaging his people.
Setting
Ost is well positioned at the confluence of the West and East Vine Rivers where silk and furs flow south to Raleigh, while cotton and wine sail north. With the collapse of the Empire trade has broken down and nomadic Lyri pounce in the absence of the legions. Determined to prevent Ost from regressing into a backwater cut off from the centers of culture along the Meridian, August vows to avert the potential dark age. With mortals resonating with divine powers and the gods having divided the land during the Hunter’s Truce, games are afoot. Keep your wits about you.
View on Permadeath
Permadeath is an incredibly challenging narrative constraint to write around. I do not have the manpower to do this justice on a narrative level. Gameplay-wise, it will be functionally implemented, though characters will simply be too injured to fight. Combat in GNO is much more lethal than in FE since there is no healing during battle and once pinned in an enemy’s ZoC it is difficult to safely extract a character. Thus, it will operate on a ‘three-strike’ rule. Each time a character is injured, they will retreat for a few turns on the campaign map, then they can be added to an Army again. If they are injured 3 times, they can no longer be added to an Army, but they can still be used as an Admin, which is a campaign unit used to manage your cities and engage in diplomacy.
Contributors
- Director/Developer/Writer
- Bluesky
Paul
- Developer - UI/UX
Bobby
- Graphic design
Tobey
- Character Artist
- Bluesky
- Sprite artist
- FEU Commissions Page
- Bluesky
- Sprite artist
- Music
- Video Editor
- Youtube
Special Thanks To:
- @Stitch for helping with some art assets earlier on in the project.
- Emmet for help with setting up the business.
Join the team?
In the future I would like to expand the team to include more content designers/writers! Once all the core mechanics have finished being developed I want to have more help designing event chains to populate the world with narrative activity (hopefully early 2027). The sandbox design of the campaign map lends itself well to more self contained, episodic, narrative structures. Think lots of side quests. Once I am ready to onboard people, FEU will be the first to know, after all the talent for this stuff is already here, so stayed tuned!
What the position(s) will look like (not all will apply to every person):
- Signing an NDA + Statement of Work, which will outline milestones and payment (Contractor)
- Unfortunately, I am only set up to do this for people living in the US at present. Sorry!
- Meeting in voice calls weekly (remote) to be briefed on project vision and sharing progress updates.
- Reading lots of documentation for gameplay systems and lore/story.
- Playtesting and examining Troop balance and general game balance.
- Being taught the event scripting system and designing event chains.
- Game is being developed in Game Maker Studio 2. You will be provided a license if necessary.
- Light coding experience is necessary for these tasks, you do not need to know Game Maker, though it is a plus. The scripting system is self contained and very straightforward (I promise!).
- Writing/Editing cutscenes if desired.
- I will serve as the Chief Editor ensuring all writing is up to standard and cohesive in tone with the rest of the game.











































