Based in Denton, Texas
March 17, 2015
PC / Mac / Linux
Enemy is the video games you played as a kid, mashed together and remade into a tactical role-playing game. You'll build up a squad of classic game heroes and send them out into a procedurally generated world where tropical war zones and peaceful mushroom villages stand side-by-side. The game is built on a turn-based combat system closely inspired by the original X-Com and Jagged Alliance. Literally everything in the environment is dynamic: roofs collapse, trees topple, and fire spreads out of control, to create gameplay that is thoughtful, yet frantic.
Enemy began as a hobby project while I was working at a now-defunct game studio. When lack of funding forced my department to be closed, I took the game to Kickstarter, where it was successfully funded on March 8, 2013. I think I have a uniquely close relationship with supporters and fans of the game, and personally reply to every comment and message on Kickstarter.
- Explore an open world where characters, items, and environments are an eclectic mashup of classic games.
- Detailed turn-based combat system inspired by the 1994 classic, X-Com.
- Realistic physics simulation and large, open environments allow for a rich variety of tactical options.
- Permanent death ensures that combat is always tense.
January Development Update YouTube
December Development Update YouTube
Logo & Icon
- "... a new contender arrives, instantly winning over my heart and mind with its blend of fascinating features and striking intelligence."
- Adam Smith, Rock, Paper, Shotgun
- ""Really, though, it’s the incredibly detailed physics that piques my interest. The backer video shows how, instead of killing an enemy directly, you can bomb a building they’re in, causing it fall on them in a shower of voxel debris. The latest update reveals even more expressive tactical options...""
- Phil Savage, PC Gamer
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About Tom Johnson
I've been doing game engine programming professionally for the past five years, before going indie last spring. My games start from detailed rulesets that govern how the world works, and allow gameplay to arise naturally from how the player interacts with them, and how they play off of each other.
More information on Tom Johnson, our logo & relevant media are available here.
Design, Code, Art
Pixel art used in the game was created by: