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Telepath Tactics

Telepath Tactics Steam news

Sinister Design | Apr 16, 2015 | game

Released

0players observed · 25 September 2026 - 06:28:59 UTC

IndieRPGStrategyTurn-Based TacticsTurn-BasedSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score75% positive

Telepath Tactics news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score75% positive
  • Total reviews114
  • Release dateApr 16, 2015
  • DeveloperSinister Design
  • PublisherSinister Design

Genres: Indie, RPG, Strategy

Company pages: Developer: Sinister DesignPublisher: Sinister Design

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Telepath Tactics Steam news

Telepath Tactics news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Together in Battle has launched into early access! - 25 April 2023

    Greetings, tactics fans! After many years of work, the follow-up game to Telepath Tactics is now available to play on Steam early access! Together in Battle is a procedural team management strategy RPG that follows the events of Telepath Tactics. Here's the premise: You’ve come to the island kingdom of Dese with a mission: enter the gladiatorial games, find loyal fighters, and train. But things grow complicated when a sinister conspiracy threatens to throw Dese itself into chaos. Fight deep, turn-based tactical battles; manage resources; navigate random events; watch your characters grow together via a brand-new, emergent social sim system. Your characters, the relationships they form, and the trials you face together will be different every time you play! You can expect the same killer combat mechanics as you saw in Telepath Tactics Liberated, but with more resource management; new in-…

  • How does Telepath Tactics relate to Telepath Tactics Liberated? - 26 August 2022

    Hello there! I see you've found your way to the Steam store page for Telepath Tactics. My name's Craig--I developed this game about a decade ago, and I'm here to tell you that I ended up remaking it from the ground up and releasing it as Telepath Tactics Liberated a few months ago. Is Telepath Tactics a good game? Sure! But Telepath Tactics Liberated is better. TTL tells the same story as TT, offers the same characters, and features the same battles, only it's in a much nicer engine with significant balance improvements, new content, and a ton of extra quality-of-life features (I run down a lot of the changes here). So why even keep the original game up on Steam? Mostly for the sake of preservation. It has some differences from TTL, and I want players who are truly curious to be able to investigate those for themselves. For most people, though--for anyone who just wants to play a fun SR…

  • Telepath Tactics Liberated is out! - 17 March 2022

    Great news, everyone: Telepath Tactics Liberated is out! As you probably know, Telepath Tactics Liberated is a ground-up remake of Telepath Tactics in a brand-new engine. Featuring an overhauled UI, 3D terrain, HDR lighting and effects, a way better camera system, improved AI, rebalanced characters, multiple new battles, dozens of new prestige classes, branching promotions, new skills, new items, and a massive upgrade in terms of modability. No longer will you be limited to the lowly standalone map editor: instead, you'll have access to an entire integrated campaign creation suite with the ability to upload campaigns directly to Steam Workshop! Some folks have been asking if there would be a discount on TTL for owners of the original Telepath Tactics, and I'm happy to announce that I've done one better. If you bought the original Telepath Tactics at any point prior to Telepath Tactics L…

  • Announcing Telepath Tactics Liberated! - 15 December 2021

    Greetings, tactics fans! I'm excited to announce that the Telepath Tactics remake is now playable from beginning to end, and it has a name: Telepath Tactics Liberated. (You see, not only do you do some liberating in the course of the game's plot, but the game itself has been successfully liberated from its old engine. Wordplay!) Come visit the new Telepath Tactics Liberated page and Follow for updates as launch approaches! Speaking of which... Launch date I remain hard at work testing and fixing bugs. My plan was to release in February 2022, but February turns out to be crowded with media events and launches for other games. Rather than rush to hit a January release, I've decided to give myself plenty of time to make launch as smooth and bug-free as possible. Thus: Telepath Tactics Liberated will drop in mid-March 2022! What's new? There aren't many new features to speak of since our la…

  • The Telepath Tactics remake is coming... - 5 September 2021

    Hello, tactics fans! I'm pleased to report continued progress on the remake. Let's start with brass tacks: as of today, all of the game's battles have been remade with proper 3D terrain! In addition, I've converted the campaign's one and only mandatory proc gen battle--Out of Food--to a hand-designed map for more deliberate pacing and balance. I'm now going back through and updating the scripting on the game's dozens and dozens of cut scenes as well testing each battle to ensure that it remains fun and playable with the game's updated scripting system and improved AI. As of this moment, 47 out of the campaign's 79 scenes are now complete and confirmed to be working as intended in-engine. There are loads of little changes and improvements happening as a part of this process. Better AI; some all-new equipment; improved scripting; new dialogue to account for unusual interactions with the p…

  • The Telepath Tactics remake is well underway! - 7 April 2021

    Hello, tactics fans! Since our last update, I've been working hard on the new engine. As of this past week, all of the game's basic systems are now complete! Engine improvements include: new procedural animations help everything feel more vibrant and alive. Characters breathe while standing idle; foliage now sways in the breeze; water and lava visibly slosh to and fro. the rendering pipeline underlying it all has been upgraded to something more modern, with bloom lighting and full-screen anti-aliasing. Thanks to the bloom lighting, lava, sparks, fire, and other combat visual effects now visibly glow, and post-process color grading now makes everything pop more. There are glow effects in certain character portraits, too! There's a new trailer up on the Together in Battle page where you can see this all in action. :) speaking of character portraits: I've hired the incredible painter Georg…

  • Try the new engine! - 16 June 2020

    Hey there Telepath Tactics fans! Some of you have been understandably curious about my progress on the new engine--well, you will no doubt be pleased to hear that I've just released an alpha demo of Together in Battle for the Steam Game Festival, featuring that very engine! https://store.steampowered.com/app/1267210/Together_in_Battle/ A few things to note about the demo: the demo is Windows-only for now, but I will eventually expand support to include other platforms in the full game. the demo provides unfettered access to the entire campaign editor suite! While the demo is up, you can create whatever strategy RPG campaigns your heart desires (and offer feedback on any new features you want to see). the full game offers different difficulty levels, but the demo here is set to be fairly hard so that you quickly get to see characters react to one another falling in battle. (Also, obvious…

  • New engine progress! - 9 January 2020

    Hello, tactics fans! It's been a while since I last posted here on Steam*, and this page seemed past due for an update. Here's the short version: I've been working hard on the new engine for a few years now, and Telepath Tactics is now fully playable within said new engine right up to the first cut scene with Silithis Predat and Ambuur Sang. Not only does the new engine fix the few remaining issues that I couldn't fix in the original release, it also adds in a ton of improvements and quality of life features! Here is a long but not exhaustive List of Things That Are Better In The New Engine: no more inventory-swapping or progressive slowdown bugs. you can now save the game mid-battle! the camera is way better! It no longer gets zoomed out on large screens; it has smoothing on its movement; and you can now manually zoom the battle camera in and out. SO MANY UI IMPROVEMENTS. There's now a…

  • New engine in development! - 28 February 2017

    Hey folks! It's been a while since the last update, so I figured I'd let you all know what's going on with Telepath Tactics. As some of you know, there are a couple of bugs in Telepath Tactics that I was never able to fully correct despite months of sustained effort. No number of changes to the code seemed to fix these things; I eventually came to the conclusion that I must have run into limitations in the underlying engine. At this point, the rational business decision would have probably been to go, "Oh well, I guess those bugs are just there to stay," then move on to another project. But that's not my style. Instead, I've been slowly but surely rebuilding the entire engine from scratch in a brand-new development environment. The Telepath Tactics engine is complex (and also I have a day job), so this has been taking me a while--but this new version of the engine already has some signi…

  • New engine in development! - 28 February 2017

    Hey folks! It's been a while since the last update, so I figured I'd let you all know what's going on with Telepath Tactics. As some of you know, there are a couple of bugs in Telepath Tactics that I was never able to fully correct despite months of sustained effort. No number of changes to the code seemed to fix these things; I eventually came to the conclusion that I must have run into limitations in the underlying engine. At this point, the rational business decision would have probably been to go, "Oh well, I guess those bugs are just there to stay," then move on to another project. But that's not my style. Instead, I've been slowly but surely rebuilding the entire engine from scratch in a brand-new development environment. The Telepath Tactics engine is complex (and also I have a day job), so this has been taking me a while--but this new version of the engine already has some signi…

  • Versions 1.050 and 1.051 - 13 October 2015

    Hey guys! I've pushed a couple of updates over the past two days. These change the following: – fixed a bug in which the game would sometimes throw a null reference error if the first turn of a battle ended without any particles being rendered. – reworked and reorganized particle rendering code to avoid any remaining situations where particles would stick around the battlefield. – fixed a bug in which the game would throw an error upon starting a new game if the game did not detect an already-existing Documents > My Games > Telepath Tactics > Saved Games directory. – added in extra dialogue in the fight outside the bandit fortress giving the player additional prior warning before the enemy lowers the drawbridge. – added a chance of both Stunned and Burning status to the “Explode” attack from the destruction of Teresa’s charges. – the game will now successfully load saved game files from…

  • Versions 1.050 and 1.051 - 13 October 2015

    Hey guys! I've pushed a couple of updates over the past two days. These change the following: – fixed a bug in which the game would sometimes throw a null reference error if the first turn of a battle ended without any particles being rendered. – reworked and reorganized particle rendering code to avoid any remaining situations where particles would stick around the battlefield. – fixed a bug in which the game would throw an error upon starting a new game if the game did not detect an already-existing Documents > My Games > Telepath Tactics > Saved Games directory. – added in extra dialogue in the fight outside the bandit fortress giving the player additional prior warning before the enemy lowers the drawbridge. – added a chance of both Stunned and Burning status to the “Explode” attack from the destruction of Teresa’s charges. – the game will now successfully load saved game files from…

  • Version 1.049 - 30 September 2015

    Players have been doing a good job of submitting bug reports lately, which means I’ve been able to find and fix a bunch of new stuff! Here are the changes since version 1.047: – fixed a typo in the code that was causing the game not to remove particles properly, leading to unnecessary slowdown on longer battles. – fixed a bug in which the game gratuitously decided that all pushable characters were, in fact, not pushable. – fixed a bug in which the game would mess up the nextBattle attribute for saved games upon closing the Reserve Supplies screen on procedurally generated map. – fixed a bug in which the game would sometimes fail to recognize the designated scene to go to when loading a saved game, thereby causing the load to fail. – fixed a bug in which character labels would use incorrect numerical labels in save files, starting from -1 instead of 1. – fixed a typo which was preventing…

  • Version 1.049 - 30 September 2015

    Players have been doing a good job of submitting bug reports lately, which means I’ve been able to find and fix a bunch of new stuff! Here are the changes since version 1.047: – fixed a typo in the code that was causing the game not to remove particles properly, leading to unnecessary slowdown on longer battles. – fixed a bug in which the game gratuitously decided that all pushable characters were, in fact, not pushable. – fixed a bug in which the game would mess up the nextBattle attribute for saved games upon closing the Reserve Supplies screen on procedurally generated map. – fixed a bug in which the game would sometimes fail to recognize the designated scene to go to when loading a saved game, thereby causing the load to fail. – fixed a bug in which character labels would use incorrect numerical labels in save files, starting from -1 instead of 1. – fixed a typo which was preventing…

  • Version 1.047 - 17 September 2015

    Hey guys! Another small patch here. I’ve made two changes: - fixed a bug relating to the way the game was delimiting individual item requirements for class, race, or level within saved game files. The old delimiter caused item restrictions to not apply in-game, and had some other knock-on effects which produced other, seemingly unrelated issues. - I’ve taken fullscreen scaling out of the game. It was really great when it worked, but unfortunately, it didn’t work quite right for a subset of players, producing situations where they literally couldn’t get the screen to display part of the battlefield. I’m not happy about removing fullscreen scaling, but frankly, I’d be even less happy knowing that some players couldn’t play the game properly. (For those of you with giant 4K monitors, I suggest lowering your screen resolution to something in the 1080p range while playing.)

  • Version 1.047 - 17 September 2015

    Hey guys! Another small patch here. I’ve made two changes: - fixed a bug relating to the way the game was delimiting individual item requirements for class, race, or level within saved game files. The old delimiter caused item restrictions to not apply in-game, and had some other knock-on effects which produced other, seemingly unrelated issues. - I’ve taken fullscreen scaling out of the game. It was really great when it worked, but unfortunately, it didn’t work quite right for a subset of players, producing situations where they literally couldn’t get the screen to display part of the battlefield. I’m not happy about removing fullscreen scaling, but frankly, I’d be even less happy knowing that some players couldn’t play the game properly. (For those of you with giant 4K monitors, I suggest lowering your screen resolution to something in the 1080p range while playing.)

  • Version 1.045 - 13 September 2015

    Hey folks! Just another patch update–this one will be short and sweet: - fixed a bug in which saving a game in a new slot would cause the game to freeze if the save in question did not contain a value for the starting seed. - fixed some issues with the game’s camera behaviors related to scaled / unscaled fullscreen modes. - added a check to the game’s isAttackGrantedByEquipment() method to prevent a certain sort of error when a weapon is unequipped or breaks. - made some changes to help me catch the game’s few remaining bugs (the most significant of which is that you can now generate a log anywhere in the game, not just when you’re in battle. Hit ‘L’ to do it!) My guess is that this won’t address 100% of the camera issues some folks are having, but it should help with the worst of them--for any remaining ones you encounter, don’t forget to generate log files and post ’em in the Sinister…

  • Version 1.045 - 13 September 2015

    Hey folks! Just another patch update–this one will be short and sweet: - fixed a bug in which saving a game in a new slot would cause the game to freeze if the save in question did not contain a value for the starting seed. - fixed some issues with the game’s camera behaviors related to scaled / unscaled fullscreen modes. - added a check to the game’s isAttackGrantedByEquipment() method to prevent a certain sort of error when a weapon is unequipped or breaks. - made some changes to help me catch the game’s few remaining bugs (the most significant of which is that you can now generate a log anywhere in the game, not just when you’re in battle. Hit ‘L’ to do it!) My guess is that this won’t address 100% of the camera issues some folks are having, but it should help with the worst of them--for any remaining ones you encounter, don’t forget to generate log files and post ’em in the Sinister…

  • Version 1.044 - 26 August 2015

    Hey folks! I’ve got another update with a few more fixes, plus some groundwork for new features that I’m looking to take advantage of. The changes: – fixed screen being off-center when game starts up in fullscreen scaled mode. – added in code to have the game’s various menus adjust position to remain mid-screen when the game is scaling up its graphics in fullscreen mode. – fixed bug where an incorrect Silithis ending shows up if you end the game with Silithis dead and Sarn Kamina alive. – buffed up the Mechanic Captain at the start of the Tarion battle, gave Tarion a wall of three Greater Red Spriggats to keep him from being KO’d on turn 1 via the adrenaline pill exploit (and to make the final approach to his location somewhat more challenging). – added in a check to make sure the game doesn’t accept non-numbers when loading up a saved seed. (If something that’s not a number erroneously…

  • Version 1.044 - 26 August 2015

    Hey folks! I’ve got another update with a few more fixes, plus some groundwork for new features that I’m looking to take advantage of. The changes: – fixed screen being off-center when game starts up in fullscreen scaled mode. – added in code to have the game’s various menus adjust position to remain mid-screen when the game is scaling up its graphics in fullscreen mode. – fixed bug where an incorrect Silithis ending shows up if you end the game with Silithis dead and Sarn Kamina alive. – buffed up the Mechanic Captain at the start of the Tarion battle, gave Tarion a wall of three Greater Red Spriggats to keep him from being KO’d on turn 1 via the adrenaline pill exploit (and to make the final approach to his location somewhat more challenging). – added in a check to make sure the game doesn’t accept non-numbers when loading up a saved seed. (If something that’s not a number erroneously…

Patch notes and updates

S.noRelease datePatch nameGID number
113 October 2015Versions 1.050 and 1.0514249665521682799606
230 September 2015Version 1.0494249665521682799724
317 September 2015Version 1.0474249665521682799833
413 September 2015Version 1.0454249665521682799940
526 August 2015Version 1.0444249665521682800055
621 August 2015Version 1.0434249665521682800173
713 August 2015Version 1.0424249665521682800282
87 August 2015Version 1.0414249665521682800386
95 August 2015Version 1.044249665521682800499
1030 June 2015Version 1.0384249665521682800610
1116 June 2015Version 1.0364249665521682800768
129 June 2015Version 1.0354249665521682800875
134 June 2015Version 1.0334249665521682800989
1422 May 2015Version 1.0324249665521682801091
1521 May 2015Version 1.0314249665521682801201
1613 May 2015Version 1.034249665521682801316
179 May 2015Version 1.0294249665521682801432
182 May 2015Version 1.0284249665521682801544
1928 April 2015Version 1.0264249665521682801717
2027 April 2015Version 1.0254249665521682801887

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