Played a turn-based tactical MMORPG before?
Built by people who grew up counting action points.
If you learned to count action points on a grid, you already know how a Kosal fight works. This page says plainly what Kosal keeps from the turn-based tactical MMORPG tradition, what it does differently, and what exists in the development build right now.
Kosal is an independent game with its own world. The rules are the ones the genre taught us; the world, the classes and the economy are ours.
If you are coming from Dofus or Wakfu, this is the page for you: the action-point and movement-point grid, the classes with spell sets and the player-run market will feel familiar from the first fight. Kosal is not a remake of either game and is not connected to their studio; it is our own world, built on rules that genre made classic.
Dofus and Wakfu are trademarks of Ankama. Ankama is not affiliated with Kosal and does not endorse it.
What will feel familiar
- Turn-based grid battles
- Fights happen on the map’s cell grid. You spend movement points to position and action points to cast, then end your turn and see what comes back. Where you stand changes the fight.
- Classes and spells
- You choose a class and its spell set. Each spell has an AP cost, a range, an area and a cooldown, and the interesting decisions are about order and position.
- One screen at a time
- The world is a set of authored maps joined by exits. The camera frames the whole map, the way the classic turn-based MMORPGs did it. No follow-cam.
- Gathering and crafting
- Resources sit in the world. Gather them between fights, take them to a workstation and turn them into something useful.
- Quests, dungeons and NPCs
- Talk to the people you find, take on quest chains, and fight through dungeon rooms. The basics of the genre, done properly.
- Player stalls and trade
- Players sell to players. Prices are set by the people gathering and crafting, not by a vendor table.
What Kosal does differently
- A party of heroes, alone or with friends
- Run a party of heroes on your own, or bring friends along. Both work, and neither is the wrong way to play.
- No pay-to-win
- Power comes from playing, never from a wallet. That one is not up for debate.
- An optional Hardcore server
- Permadeath and full-loot PvP, for players who want the stakes turned all the way up. Opt in if it appeals; the standard world carries on as it was.
- A small team you can talk to
- Kosal is made by a very small team in Belgium. What we hear in playtests shapes what gets built next.
What is in the build today
Exploration, turn-based battles, quests, gathering and crafting are in the development build. We are preparing public playtesting on Windows PC.
There is no public build to download yet. Signing up is for email updates and does not grant playtest access.
Be there for the first playtest.
Playtest invites and the release date, sent only when there is something real to tell you.
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