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Tactical Breach Wizards review

What is it?: A bombastic, turn-based game about military mages with a tightly-written story.
Expect to pay:  $19.99/£16.75
Developer: Suspicious Developments Inc
Publisher: Suspicious Developments
Reviewed on: NVIDIA GeForce RTX 3060, AMD Ryzen 7 5800 8-Core Processor, 16GB RAM, Force MP600 SSD.
Multiplayer: No, but there is a level editor and sharing system.
Steam Deck: Playable
Link: suspiciousdevelopments.com 

There's a phenomenon observed among most tabletop roleplaying (TTRPG) groups: As you play together, falling into each other's rhythms, two things start to happen. Firstly, your capability for sincere storytelling reaches new heights; secondly, your ideas grow increasingly unhinged.

Tactical Breach Wizards, a turn-based tactics game by Suspicious Developments Inc, captures the essence of a seasoned TTRPG group and distils it into around 18 hours of absolute malarkey, heartstring-pulling character stories, and yes—defenestration.

Tactical Breach Wizards is far from XCOM in a robe and wizard hat. Instead of long-term battles, it zeroes in on the 'breach, clear, repeat' loop of bite-sized combat puzzles, and gives you more tactical tools than you could fit inside a bag of holding. It's what's scribbled in between the margins, though—the story, the characters, and the stream of top-tier party banter—that really makes Tactical Breach Wizards soar.

Tactical Breach Wizards is not a game that's entirely interested in consequences—instead, it's invested in making you feel like the biggest genius this side of the Bay of Teeth. Living with your mistakes is for people without magic, after all. Owing to navy seer Zan Vesker, (a man who occasionally does a prophecy, but can mostly see just one second into the future) your actions in Tactical Breach Wizards always be reset, as long as you don't click the «end turn» button. 

Missions are split up into three phases: the action phase, the foresee phase, and your enemy's turn. In the action phase, you plan out how your team's going

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