Solo dev building HOMS ⚔️ A hero-first turn-based strategy game with RPG elements, permadeath and procedural worlds, inspired by the classics I grew up playing.

Joined June 2026
After 6 months of dedicated work...I'm finally ready to start sharing my indie game. HOMS is a turn based fantasy strategy game I've been building from scratch. It's heavily inspired by classic strategy and RPG games I grew up playing. HOMS features a hero first approach, tactical combat, permadeath and a randomly generated world where every match feels different. There's still a lot to build, but I'm excited to finally share the journey! #indiedev #gamedev #pixelart
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I’ve added a Bestiary! Every creature you defeat gets added to the journal, along with its stats, abilities, and which weapons are most effective against it. The more you fight, the more you learn. #indiedev #gamedev
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Not every weapon is equally effective. Armored units resist normal attacks, but armor-piercing weapons like the Mace and Heavy Mace hit much harder. Choose wisely. #indiedev #gamedev
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Some creatures, like the Carnivorous Plant, are stationary, but surround themselves with deadly spikes that damage units stepping on them. It is best to avoid them, but sometimes you’ll have to cross their path. #gamedev #RTS
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Many weapons in HOMS come with special abilities. Equip a dagger and you’ll deal +1 damage only if you moved on the turn before attacking. #gamedev #indiedev
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The more complex my game gets.. the more bug fixing feels like whack a mole. Fix one bug, another appears.... Fix that one, somehow two more spawn 😅
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your Hero only gets one life. ...Unless you’re carrying the Gravewarden Artifact. This artifact brings you back from the dead for one last chance. #indiegame #gamedev
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A wise wizard once said: “There is no RPG without a Fireball spell.” Fireball is a legendary scroll that deals AOE damage, making it perfect for clearing groups of low-tier units. #indiedev #roguelike
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Timeless music from the games I grew up with. Gameplay aside, here are my personal top 5 soundtracks. What would make your list?
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Capture camps to recruit faction units. HOMS is hero-first, so units manage themselves. You just give the order: clear, guard, or hunt the enemy hero. Every unit requires Gold upkeep. Run out of Gold, and they may rebel. #indiegame #gamedev
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Shrines are scattered across every HOMS map. The Shrine of Swiftness grants your hero +1 Movement Point for 3 turns. Perfect for chasing enemies or escaping trouble. #indiegame #gamedev
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Artifacts in HOMS change how you position your hero. The 'Horn of Rallying' gives adjacent allied units +1 damage, rewarding your hero to stay close to the fight. #turnbased #roguelike
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Traps in HOMS let your hero control space, punish careless enemies, and increase your chances of survival. #gamedev #pixelart
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Goodmorning fellow solo devs! Starting my day by optimizing UI and adding unit portraits Below is the spectre....one touch and you lose all of your movement points. Do not get too close☠️
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Meet the Slime! I wanted an early game enemy that could still be threatening without dealing more damage. It deals 0 damage but slows your hero down, giving nearby enemies a chance to close in... or making escape harder. #indiegame #gamedev
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As a solo dev with a coding background, learning pixel art basics and keeping my animations consistent has been the hardest part of my journey with HOMS. Left: V1 of the Undead Hero attack😅 Right: V2 after learning what I was actually doing. Progress feels good! #pixelart
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Not every enemy in HOMS is impressed by a normal sword swing. Some are annoyingly well armored, and you'll need a weapon with an armor breaking ability. Attack unprepared...and you might waste your turn while making a dangerous enemy even angrier. #indiegame
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LychByte retweeted
Snow. Snow... Snow... What a beautiful view.
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LychByte retweeted
Happy Birthday, you old fart. 23 years ago. Time flies, huh? So... Love or Not?
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