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Castle: Master the Board in this Tactical FPS

by ReignFall Games

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Castle is a tactical FPS that combines fast-paced team combat with the strategic depth of chess. Instead of controlling a single character, you command your entire squad and switch between pieces in real time to outthink and outmaneuver your opponents.

The project draws heavy inspiration from chess, including its terminology, art direction, game modes, gameplay mechanics, and ranking system. Each character is based on a chess piece and has unique abilities designed to fit its style.

Matches consist of multiple rounds. Each player is randomly assigned a color, black or white. Before a round begins, the player chooses which pieces to send in alongside their King. In the standard format, the round ends in checkmate when a King is defeated. If time runs out or only the Kings remain, the match ends in a stalemate, as neither King can damage the other.

Castle takes the thrill of competitive shooters like CS:GO and Valorant and layers on a one man army type approach. It is designed for players who enjoy proving their skill in one-on-one challenges and find satisfaction in executing a well-planned strategy.

  • Full Team Control: You control your entire team. Switch between your different pieces with simple hotkeys.

  • Sentry Mode: Position inactive pieces to carefully remain out of site and detect their movement before they see you. You'll be alerted when in control of your other pieces through minimap, the highlighting of detected enemies, and a warning around your HUD.

  • Centre Control: Controlling the centre of the board holds vital insights into the round. Enemy pieces are intermittently highlighted in 3D and on the minimap, however, removing your piece from the space cedes control. 

  • Fluid Movement: Sneak, run, jump, or climb your through the board with versatile movement. The knight is extra verstaile and can climb to otherwise out of reach areas.

Base Game Scope

AAA Studios build multiplayer games with hundred-million-dollar budgets, as a solo indie developer I have a fraction of the resources available. I have countless ideas for mechanics and content but as of right now I want to focus on releastic targets for what resources I have access to.
  • 8 weapons at launch
  • 2 multiplayer maps at launch
  • 2 game formats
  • Casual and ranked variations
  • An ELO based ranking system

King

THE HEART OF THE TEAM. The Kings are the focal point of every round. You start with one every time, and if it is conceded then the round is lost. The King has extra health and can only be finished with melee unless it’s the last piece remaining. If it’s shot down while other pieces are still alive, it enters an incapacitated state but fully regenerates after a short period and returns to play. It carries a simple sidearm and relies on smart positioning rather than raw firepower. Its signature move is Castling, a one-time ability that lets it swap positions with the nearest Rook to escape pressure.

Queen

THE ABSOLUTE POWERHOUSE. The Queen carries a light machine gun and soaks up damage with an enormous health pool. However, it can’t regenerate and remains vulnerable to melee. To keep it balanced, the Queen stays visible on the enemy minimap for the entire round, forcing it to push carefully and rely on its raw presence to open space.

Bishop

THE EYES FROM AFAR. The Bishop excels at controlling long sightlines through its arsenal, consisting of a thermal-scoped marksman rifle and an assault rifle. It can disrupt enemy vision and create openings with smoke grenades, and its signature ability is a portable recon spider drone, perfect for scouting and gathering intel on enemy positions.

Knight

THE CLOSE QUARTERS INITIATOR. The Knight excels at close-quarters combat with SMGs and shotguns. Its short-range scan highlights enemies through walls, and it can steal the advantage when turning corners with a bounce flash grenade that detonates briefly after impact.

Rook

THE IRON SHIELD. The Rook is a bulwark on the board. Its passive armor makes it immune to headshot multipliers from the front, but it remains extremely vulnerable from behind. It can equip a heavy riot shield from its back to block incoming fire from the front, though this leaves its rear exposed. It wields heavy weapons like slug-shotguns and assault rifles, and its short-range concussion grenades can briefly incapacitate enemies and force the transfer of control to the nearest opposing piece.

The Pawn

THE EXPENDABLE FRONT LINE. The Pawn is a cheap, expendable piece with no special abilities. It starts with a simple sidearm and can be upgraded to any other piece except the King, making it a versatile stepping stone for players to gain stronger options on the board.


Standard:
This is Castle's core mode. Capture the opponents King with melee or shoot it as the last piece standing to win the round. If time runs out, the team with more pieces left secures it. If both Kings are the only pieces alive, it’s a stalemate. 

Rescue:
Both Kings start the round captured and unarmed on the opponents side of the board. You win by clearing all enemy pieces or guiding your King back to your side of the board. You can switch into your King’s view and move it, but if it gets caught and takes damage, it will be incapacitated for a short time.


Cooper works in Queensland as a full-time paramedic, but in his spare time has accumulated over a decade of experience in programming, and game development. Over the years, he has worked on numerous personal projects, particularly within the FPS Genre, and completed various freelance work.
Castle began as a long held idea of a tactical, team-based shooter where you maintain full team control through the first person perspective. It wasn't until early 2024 where this idea started evolving into a physical concept. 
ReignFall Games is the recently established business name Cooper operates under for game development. 





http://reignfall.games
https://discord.gg/DStUZCxE9K
https://www.youtube.com/@reignfallgames


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