Captain a mercenary company. Bring home the crests.
Greymoor Heath, where the first contract begins.
what it is
A tactics RPG where the battle is only half the job.
Crestbound is turn-based hex tactics and mercenary company management, at full depth on both sides. A patron who never shows their face funds your company and wants one thing from you: crests.
You’re the Captain. You hire the soldiers, sign their contracts, decide who fights and who rests, and lead them into battle across Noverra.
For players who wanted Battle Brothers’ battles and Football Manager’s front office in the same game.
Sealed Orders
A Letter from your Patron
Your Patron, somewhere in Noverra
Greymoor Fields
Danger: Low
Reply by Week 14
To the Captain of my company, greetings. I write to you in hopes that you succeed where others have failed me. Your charge is to bring me crests. Do this promptly, and we will have no issue.
My own scouts tell me that a crest has been spotted among beasts in the Greymoor Fields. Start there — you will be rewarded.
Your PatronWho decides your fate.
how it plays
Win the fight. Then pay for it.
Every contract is fought on a hand-painted hex battlefield, and every one is settled in the company ledger afterwards.
On the field
turn-based, on hexes
Pace, not roundsEvery action costs pace, and whoever has spent the least acts next. Quick soldiers really do act more often.
Pips and StrainAbilities spend action pips each turn, and the heavy ones build Strain, so nobody can push forever.
Cover and sightWalls block line of sight; rocks, crates and logs give cover.
CrestsThe great fighting traditions of Noverra, shattered into fragments. Bring ten home and your scholars assemble the crest. Then your soldiers learn to fight its way.
In the ledger
settled every week
EntryWhat it costs you
Payroll
Your patron funds the company with a salary cap and a weekly payroll. Every contract you sign comes out of the same purse.
Recruiting
Every recruit carries a hidden strength. Send scouts to find it before you sign.
Wounds
A soldier knocked down survives the fight wounded, and recovery is counted in weeks. The Infirmary only has so many beds.
Wear
Soldiers tire when they fight week after week. A deep roster is how you keep winning.
from the game
Captured in game
Select any shot to see it full size.
On the field
hand-painted battlefields
Wisp Wood, ErudA turn in full: the turn queue along the top, the active soldier’s HP, Strain, movement and action pips below, and the hit and crit odds before you commit.Castle Gates, FleurentA fight at the drawbridge, below the garden terrace.Brine HarborLightning on the quay in the rain, and something big up out of the water.Golem Forge, ErudChain lightning arcing through the forge’s golems.
Between battles
where the ledger lives
The campHome between contracts. Each building runs a part of the company.The map tablePick the next commission. Each one shows its threat and its reward before you sign.Crest researchIn the Scholar’s Tent, each soldier spends Insight on their own crest tree. Here, the Holy tree.
what lasts
Soldiers retire. The company remains.
A soldier’s rank, weapon upgrades and crest training leave with them when they retire. The camp, the equipment stock and the company’s reputation stay. Your job is finding who replaces them.
A veteran sergeantretiring next year
Your best duelistretired in year three
A fresh recruithidden strength unscouted
early access
Early Access begins in Zephyros
Early Access covers all of Zephyros, the first of Noverra’s four continents, and its five nations. Wishlist Crestbound on Steam and you’ll be notified when it launches.