Skip to content
Geeky Alien
Everpixel Tactics

Screenshots

Everpixel Tactics screenshot 1
Everpixel_Tactics trailerWatch trailer on Steam ↗

Everpixel Tactics

Doom Dino Games · Published by Doom Dino Games · Official site ↗

Content notice: This game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Cartoonish violence or Gore, Strong Language and General Mature Content.

4 user reviews — 75% positive (4 reviews)

Last updated 27 Sept 2026

Everpixel Tactics is what happens when you combine tactical RPG, mercenaries, dinosaurs, and wiener dogs. Lead your motley crew of mercenaries to pixelated dominance in a dynamic, procedurally-generated world.

Early AccessDJCTQ 14

£4.29

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

3 Sept 2026Lowest: £4.29 · Highest: £4.299 Oct 2026

RPG, Strategy, Early Access · 2021 · More under £5 games

Everpixel Tactics blends tactical RPG elements with a diverse cast of mercenaries and quirky companions. Navigate dynamic, pixelated landscapes as you lead your team to victory in an early access experience.

About this game

Development Roadmap


About the Game

Everpixel Tactics is a turn-based, tactical, roguelike RPG lootfest set in a dynamic, procedurally-generated fantasy world. Lead a motley crew of mercenaries to greatness - or die trying. Hire samurai penguins, obese unicorns, or spell-flinging mages as you manage your company, go on epic quests, and save your pixelated world.

Features:

  • Party Management: Lead a motley crew of fantastical mercenaries - wereslugs, troll knights, human mages, dinosaurs, and more.
  • Tactical RPG combat: Experience deep, squad-based combat with brutal injuries.
  • Fantastic, Pixelated Worlds: Explore surreal, procedurally-generated, pixelated worlds packed to the brim with fantasy tropes.

A Living, Breathing World:

  • Explore procedurally-generated worlds that change over time. Watch as accidentally-summoned demons change the land around them into hellscapes, or maniacal mages open portals to other planes of existence.
  • Magic corrupts the world around it. The dead may rise again in lands of necromancy, while grievous injuries may mend themselves in lands of biomancy.
  • Embark on epic quests to try to save the world. Seek out and find artifacts powerful enough to shape the world around you - or die trying.

Deep, Unrestricted Builds:

  • Build your mercenaries from hundreds of perks and traits.
  • Every weapon; every ability they impart, has a time and a place. Hammers penetrate heavy armor, but are difficult to parry with. Swords are great for parrying, but can struggle against heavy armor.
  • Dozens of spells: Sling fireballs, heal your allies, raise zombies and more.

Fantasy Tropes Galore:

  • Encounter dozens of monsters each requiring their own strategies to defeat: slimes, dinosaurs, giant penguins, and more.
  • Ever heard of a werewolf? How about a wereslug? Elves, orcs, and wereslugs - if it's a fantasy trope, Everpixel Tactics probably has it.
  • Fantastical cultures with their own strategies in combat. Encounter orcs who ride wiener dogs into battle, human knights adorned in heavy armor, and trolls who herd mushrooms.

About Us:
Doom Dino Games is currently a one-man show. I am a professional software engineer that never forgot why I became a software engineer in the first place - I wanted to make great games. Eclectically inspired by games as varied as Diablo 2, XCom, Super Mario, Final Fantasy, Battle Brothers, World of Warcraft, Dwarf Fortress and Baldur's Gate 2, I am passionate about making games that I want to play myself.

I didn't make this game alone, however. I couldn't have made this game without the brilliant (and ongoing) support from Benvictus and Nyknck.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS *: Windows 7
  • Processor: x86, x64 architecture with SSE2
  • Graphics: DX10, DX11, and DX12-capable GPUs
  • Storage: 2 GB available space

Recommended

Recommended:
  • OS: Windows 10
  • Processor: x86, x64 architecture with SSE2
  • Graphics: DX10, DX11, and DX12-capable GPUs
  • Storage: 1 GB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Everpixel Tactics Devblog: 4-28-24

    Everpixel Tactics: Devblog - 4-28-24 Hey everyone! Sorry for the radio silence. My development laptop died a few weeks ago, and so I had to order parts for a new computer. As a tangent, that was first foray into trying to use a gaming laptop instead of a gaming desktop for development. Since the laptop only lasted about 2 years, I'd say it was a failed experiment. Anyway, I'm still hard at work on the game and will likely release version 0.6 of the game out into public release by mid-June.
    Read full article on Community Announcements (doomdinogames)
  • AnnouncementsOfficial

    Beta Release: 0.6.0.BETA

    Everpixel Tactics: 0.6.0.BETA I'm excited to (finally) announce that the beta release of the new, ground-up, completely rewritten Everpixel Tactics is here! If you wanna check it out, switch the game to the beta branch and give it a whirl. If you play the beta branch, expect bugs...and lots of updates! I'll be updating the beta branch frequently over the next month or two. I am hoping to polish the beta branch and fully release the new version of the game back into Early Access in a month or two. In the meantime, I'll be posting regular patch updates! List of known issues: There's sometimes a soft lock that occurs in the tutorial when users try to quickly skip dialogue Several missing tooltips Several AoE Melee attacks have faulty animations and/or don't work correctly Several racial perks are not implemented Several traits are not implemented
    Read full article on Community Announcements (doomdinogames)
  • Patch NotesOfficial

    Devblog - 3-3-24: Version 0.6.0b Update

    Devblog It's. Finally. Almost. There. The ground-up rewrite of Everpixel Tactics took much, much, much longer than I'd planned. And it's still not done - there is still so much more to do. But the game is much better for it. If I may say so myself, the game both looks and feels much better than the previous iteration. For those of you who have been occasionally checking in on the status of the game - thank you. I was encouraged that several players felt that the game had potential; it definitely motivated me through the grind of rewriting the entire codebase. As promised in an earlier devblog, I'm going to release a "beta branch" for those of you who want to play the game before I'm ready to fully release the next version. In addition to the help I could use testing the game, I also want to release it because, frankly, I want to prove to everyone that I'm still dedicated to releasing Everpixel Tactics. Beta Release Date I plan to release the beta branch on 3-10-24. It's going to be missing a lot of features yet (enumerated below); I intend to spend another month before I transition the beta branch to a release. I still need to do a lot of work updating the AI, addressing bugs as they appear, and a several "Quality of Life" type things. Features When I fully release 0.6.0, it will come with a new Features Roadmap. Until then, here's a non-exhaustive list of features I am tracking that need to be implemented before I fully release 0.6.X of Everpixel Tactics: Physical Injuries should cause damage every turn Campaign Tutorial Long-range weapons (polehammers, halberds, etc.) Implement all racial bonuses Add several more mission "chassis" Implement all tooltips Add effect icons to the "hit panels" Add skill bonuses to mage gear Edit the "Aegis" Perk Add soundFX for moving characters Add idle sound FX for characters (e.g., slimes, zombies, etc.) Add effect icons to the "hit panels" Implement all traits Remove durability stats and references {STEAM_CLAN_IMAGE}/40369962/b6cb...
    Read full article on Community Announcements (doomdinogames)
  • Patch NotesOfficial

    Everpixel Tactics - Devblog: 2-12-2024

    Devblog I've been hard at work rewriting the game for what seems like an eternity, and I've been promising 0.6.0 of the game ever longer than that. Somehow, someway, I'm nearing an actual release - even if that release is two months behind where I had originally hoped for. I have only two remaining features to finish up before the new release is ready: campaign missions and the tutorial. I will finish up the campaign mission feature and then release a "Beta Branch" as I finish up the tutorial. Beta Release I'm hoping to release a Beta release branch so that players can "kick the tires" on the Beta branch as I develop the tutorial. While I have learned my lesson about committing to an actual timeframe, I'm guessing I'll have the beta branch ready for release in roughly two weeks. I'll probably leave the beta release out for a few weeks as bugs are identified (and commensurately squashed) and I tidy up the AI. From there, 0.6.0 will be ready! Mercenaries, Armories, N' Other Stuff I surprised myself at how quickly I was able to implement a few features over the last few weeks: mercenaries, leveling up, and "The Armory." Check out some of the screenshots. Mercenaries {STEAM_CLAN_IMAGE}/40369962/7bdac87a5f3966b7ce5c0ef48b640fd0cc1743e2.jpg Level Up {STEAM_CLAN_IMAGE}/40369962/81b84a009f99ba99db29a5be8b7eb99b6972099e.jpg More Pixels! Even as I rewrite the game's code, I continue to commission the last few pixel assets I need for the game. I'm excited to get the new version out if just to start sharing some of the awesome pixel art by the fantastic Benvictus. Take a look at some of his excellent, excellent work. New Pixel Art {STEAM_CLAN_IMAGE}/40369962/74eb4e4addc0fb0b611362f529e48fe3ded0c6f9.png
    Read full article on Community Announcements (doomdinogames)
  • AnnouncementsOfficial

    Everpixel Tactics - Devblog: 1-13-2024

    Devblog I didn't meet my self-imposed Christmas deadline to get version 0.6.0 of Everpixel Tactics released...but I have made good progress. I am no longer going to make promises as to when updates come out, but I am hard at work on the next one, rest assured. I fully realize that this is very George RR Martin-esque...but it is, after all, something I do in my spare free time. Anyway, I have been hard at work, and I hope to get the revamped game out soon. Rewriting much of the foundational perk code has been taking much longer than I had hoped, but now that it's in place, progress on re-implementing the perk trees is going smoothly. I've completed most of the core code: AI behavior trees, battle control flow, and most of the User Interface stuff. In fact, all that remains now is to finish a few more perk trees, add the actual campaign logic, and 0.6.0 should be ready to launch. I'm excited to start pushing updates with some regularity now that the entire codebase has been rewritten. Perk Trees As before, one of the main ideas behind Everpixel Tactics is the ability for a player to build a party from a highly-customizable set of mercenaries. Mercenaries can choose perks from an assortment of perk trees. So far, I've implemented the following trees: Implemented Perk Trees Arcanomancy Athletics Biomancy Heavy Armor Heavy Weaponry Remaining Perk Trees for 0.6.0 Release Necromancy Knight Soldier Warrior Some Future Perk Trees Gaiamancy Pyromancy Cryomancy Death Knight Paladin Berserker Skirmisher Archer Duelist Once 0.6.0 is released, I'm hoping to push a new (minor) perk tree once every week or two. These are perk trees that are relatively-easy to implement and test. These are perk trees like "Knight" that are mostly comprised of passive perks. The magic perk trees--like Biomancy--take a lot more work and will likely be on a once-a-month frequency, if not a little bit longer. Armory In the previous versions of Everpixel Tactics, players had to purchase gear for their sq...
    Read full article on Community Announcements (doomdinogames)

We use strictly necessary cookies to run this site. We don't currently set any analytics or advertising cookies. See our Cookie Policy for details.