Introducing Himeko Sutori

Himeko Sutori is the upcoming tactical JRPG by Rockwell Studios, successfully Kickstarted in May 2016.  The game is currently in development with a planned release in 2017 on Steam and other online marketplaces.

Himeko Sutori is a deep, story-driven, tactical RPG in the style of the Japanese classics of the genre.  Himeko Sutori steps beyond convention however with huge, epic battles between armies of over 100 unique named characters, controlled at the squad level–as opposed to the individual level–in order to keep the action moving quickly.

As you progress through the game, you will customize each hero’s equipment, special abilities, and character class, creating the army that fits your style of play.

The story of Himeko Sutori focuses on three children torn from their family by civil war. Schemes, betrayals, and a seemingly indifferent God drive them from one hardship to another, causing them to question nearly everything–especially their motives for continuing the war’s bloodshed when their original noble intent becomes impossible. But through it all, they may still find victory, depending on how it is defined.

Feel free to take a look around the site and learn more about Himeko Sutori.

Overhaul of item stats, planned from the start this time.

We are finally getting into the long overdue overhaul of the equipment stats. At first when I made the equipment in the game I just kind of thought "I'll put some numbers in here and then go back and balance it later." There are going to be hundreds of items in the...
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March 2017 update: level-up cards, graphical improvements, more portraits, campaign loader, and random loot

Here is this month's update video! The video pretty much says it all, but let's dive into details here: Here is the list of available campaigns, along with the campaign name and description.  Those details, plus the level to load in order to start your campaign, are...
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More updates: World map, combat, and music. Now the game engine is pretty much complete.

It looks like I forgot to post the official January update, and here it is the end of February.  So I guess I have two official video updates to show. The video updates pretty much say it all, but if you prefer reading to watching, let me sum it up for you: World map...
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Trying to unify the look of Himeko Sutori

In a few online forums I've been some getting feedback as I work on Himeko Sutori.  Here, here, and here for example. One thing that those forums have helped me realize is that I still don't have a unified look for the game.  One person put it like this: One criticism...
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World map with day/night cycle WIP

So I've started working on the world map for Himeko Sutori.  Not the actual map to be used in the finished game, but the functionality for navigating the map, getting from one place to another, and triggering events. I started off thinking about one of my favorite...
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December update: Menu upgrades, plus vendor system

Hi everyone!  It's time for the official monthly update.  I've moved to Egypt and I'm now working on Himeko Sutori full time.  In the last couple of weeks I've done a lot of work on the menus and on some systems in the background that you won't really notice.  Since...
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Art comparison: Two years of progress

I've been working on some sprites lately.  One sprite sheet I sent over to Shane to finish up.  The other I'm working on myself. I may be biased, but I was pretty pleased with myself over these.  And I decided to compare them to what I had been doing two years ago. At...
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November update (a little late): Manual squad placement, automatic equipment optimization

Hey everyone!  Sorry this update is a little late.  The Kickstarter, YouTube, and Facebook updates all went up in November, but I just haven't had the time to blog about it here.  To catch you up, in November we added manual squad placement and automatic equipment...
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October update: Randomly generated characters, UI updates, and a surprising combat test

We've been really busy this past month adding more to Himeko Sutori.  The biggest change has been programming and trying out the random character generator.  Previously I had to manually create every character's look, and only the names were chosen at random from a...
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September update: Hundreds of new items, new sprite sheets

The biggest thing we've been up to for the last several weeks is making new equipment, each item with a unique sprite sheet. Take a look for yourselves here: To summarize that video, every one of the hundreds of items has a unique sprite sheet. When you equip an item,...
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