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Sword of Convallaria News

Sword of Convallaria @Tokyo Game Show 2023!

It's this time of year again to eagerly search for Japanese game news that's rapidly been released from the Tokyo Game Show! With its powerful return to all corners of the Makuhari Messe, we are beyond excited to be bringing Sword of Convallaria to this year’s event!


Show Floor PC Demo
Along with photo opportunities and themed swag, we’ve prepared our first PC demo for visitors to try out on the showfloor. Featuring classic tactical RPG gameplay, a choice-based story, and a comprehensive roster of playable characters, this is your chance to be among the first to experience Sword of Convallaria on PC!


Our Booth
Located in Hall 2, Booth 2-N14, the exhibit is designed to be a faithful recreation of the inviting tavern found in the heart of Convallaria. Come immerse yourself in the cozy ambience as you observe the stage, adorned with wall ribbons, flanked by long communal tables and quaint small chalkboards. Naturally, no tavern is complete without barrels of refreshments, all thoughtfully arranged to offer you a genuine glimpse into the game world.

^Some concept art of the booth

*In-game tavern in the Town of Convallaria

Come Say Hi!
We are also inviting some of Japan’s beloved celebrity cosplayers to embody our in-game characters at the booth. Swing by to say hi and snap some photos!


If you’re unable to join us at TGS, fret not, as there will soon be an exciting opportunity for you to get some quality hands-on time with Sword of Convallaria. So stay tuned!

Don’t forget to add Sword of Convallaria to your wishlist to stay in the know about our future developments! And for a daily dose of excitement, be sure to connect with us on Twitter and Discord to catch the latest news and updates.

Meet Maitha: The Benevolent Defender

Today, we're eager to unveil another key figure from the heart of the "Sword of Convallaria" mercenary group:

"It's my duty, leave it to me!" 「私の仕事です、お任せください!」

Maitha (CV: Sayumi Suzushiro) 鈴代紗弓


In the ruins of a burned-down village, Rawiyah, the Righteous Mercenary, discovered Maitha - a girl brimming with kindness, liveliness, optimism, and determination. Rawiyah extended her hand in kindness, offering Maitha a home and a sense of belonging in the town of Convallaria. Despite the hardships she faced in her childhood, Maitha's smile was never lost. Her innate kindness and unwavering trust in others endeared her to everyone around her.


In a bid to protect her newfound family, Maitha volunteered to become a member of Rawiyah’s Mercenary Group - Sword of Convallaria. She carries with her the unshakable belief that as long as one does not lose hope, everything will eventually turn out alright.

In the game, Maitha assumes the role of a defender-class unit, offering a unique set of skills that reward strategic play styles by reducing incoming damage to your team without sacrificing offense.

- Reactive Block
Maitha boasts a 100% block rate against attacks from the front and sides, effectively negating 20% of incoming damage.


- Crowd Healing "Come on, Everybody!"
Heals all team members within a 3-tile radius: restoring 20% of their HP while providing them with damage and physical defense buffs.


- Guard
Takes physical damage on behalf of allies within a 2-tile radius: swapping positions with the ally and reducing damage taken with a 20% increase in defense.


- Maitha’s Combo
Unleashes a devastating 4-hit combo on nearby enemies, dealing high damage and knocking them back by 2 tiles.


As we wrap our introduction to Maitha’s extraordinary abilities, we’re excited to see how her skills will be applied with creative strategies and clever positioning during battles. Be sure to stay tuned for more insights into Maitha’s character in the near future.

Don't forget to add Sword of Convallaria to your wishlist to stay updated on our upcoming developments! Join the buzz and excitement by connecting with us on Twitter and Discord to stay in the loop with all the latest news and updates!

A Quick Look at Rawiyah, the Righteous Mercenary

Within the realm of Iria, you'll come across a diverse array of captivating characters. Today, we'd like to introduce you to one of the early focal points of our adventure:

"Now, let's raise a toast to our hero!" (さあ、うちの英雄ちゃんに乾杯だ!)

Rawiyah (CV: Ami Koshimizu) 小清水亜美



Rawiyah, the esteemed founder and former leader of the noble mercenary group known as the ‘Sword of Convallaria,’ is renowned for her unwavering commitment to justice and boundless enthusiasm as a female soldier. It is this very dedication that drives the Sword of Convallaria to eternally champion the cause of the vulnerable, empowering them to stand their ground.

A formidable force on the battlefield with the ability to mend her own wounds, Rawiyah stands as a steadfast ally who will consistently prove her worth in the game. Here is a deeper dive into how her kit works:

- Self-healing skill “Booze”
Rawiyah has a self-heal instant skill. In Sword of Convallaria, instant skills don't consume a character's turn, granting Rawiyah the freedom to move and attack without hindrance. This makes Rawiyah a very self-sustainable damage dealer.


- Basic attack pushback
Harnessing a mighty greatsword, Rawiyah's basic swings pack an incredible punch. Striking an enemy with her basic attack sends them hurtling back by two tiles. Use this wisely and you can knock enemies off the map for a insta kill.


- Charge combo “Gale Breach” -> “Tropical Cyclone”
Rawiyah possesses another devastating skill in her arsenal – the charge attack "Gale Breach." This maneuver propels Rawiyah forward by three tiles, delivering a formidable slash attack upon her target. Following this, she can seamlessly transition into a basic attack or unleash the devastating "Tropical Cyclone" for even greater damage.


- Counterattack “Get off!”
When Rawiyah is targeted and attacked by an enemy, she retaliates with a swift and forceful counter-kick known as "Get off!" This retaliatory strike not only damages foes but also sends them reeling backward. With a bit of tactical terrain manipulation, this skill can prove to be a lethal asset.


This concludes our glimpse into Rawiyah's remarkable abilities for now. We hope this preview has piqued your interest in harnessing her potential and exploring the myriad ways to customize her in the game!

Remember to add Sword of Convallaria to your wishlist to stay updated with future developments from us! Also, be sure to join the excitement on Twitter and Discord to stay in the loop with the latest buzz!

Sword of Convallaria: Unpacking the Tactical RPG Experience

Sword of Convallaria is an all-new tactical RPG title. The game mixes the classic mechanics we all know and love with some really eye-catching new visuals. The story is choice-based, where your decisions will shape world peace.

The game is expected to launch in Fall 2023, and we are excited to unpack its experience with you and get you prepared.

What’s the gameplay like?

Sword of Convallaria captures the essence of a traditional tactical RPG, embracing the very essence that made the genre unforgettable.

You, as the main character, are in charge of assembling a diverse team of characters, each with their own unique classes and abilities. Together, you’ll dive into battles that shape your story.

Let’s say, the class of Archers. Some of them are armed with an ability known as Alert Shot. This maneuver enables them to respond to enemy actions instantly, adding a nuanced tactical dimension to every confrontation.


You’ll also meet units that can knock enemies back, sending them into traps that are naturally formed in the map.


Meanwhile, characters from the Mountain of Vlder could cross terrains with ease. They can also launch swift attacks and execute tactical retreats as needed. This will give you flexibility when planning your steps.

Interactive objects in the game also add to the strategic depth of your gameplay. Say, these explosive barrels you’ll often find around the maps. You can attack them to blow them up and deal AoE damage, pretty handy when you’re outnumbered.


Another example of interactive objects is the grass tiles. With a fiery twist, you can set them ablaze using fire-element spells, creating barriers that can deal extra damage to foes on the move.

What’s the look and feel of the visuals in Sword of Convallaria?

Sword of Convallaria introduces NeoPixel, a new art style that recreates classic pixel arts with a modern 3D engine.

Imagine NeoPixel as a cool mix of old-school Game Boy and today's PlayStation visuals. Instead of just a simple 2D image, NeoPixel allows sunlight to come through a window in 3D and light up the corners. It creates this interplay between light and shadow, bringing each pixel to life.

NeoPixel's way of dealing with color is also quite unique. Some pixel art goes all out with bright and flashy colors. NeoPixel tones that down. Our approach uses natural shades that make everything look more real, like you could step right into the scene.

It's not just about looking cool, though. These natural colors help create this deeper emotional connection, giving you all the feels as you dive into the stories of Sword of Convallaria.

NeoPixel makes everything just click.


What can I expect in the story campaign?

In the land of Iria, a place steeped in ancient lore, a storm is brewing.

Neighboring powers have their eyes on the rich Luxite beneath Iria's soil, their dark motives masked behind diplomatic smiles. Inside Iria's borders, countless conflicts are threatening to tear the very fabric of the country apart.

Amidst this storm stands the "Sword of Convallaria," a noble band of mercenaries led by a courageous leader, YOU, tasked with navigating the treacherous waters of politics and war.

With the weight of a nation's future resting upon your shoulders, you’ll be defending Iria from those who would see it fall.


We have created seven to eight possible endings so far for Sword of Convallaria. These endings are all open for you to explore, with game-changing choices throughout the campaign. Your choice will steer the ship of the story and shape your characters’ destiny.


How does the music evolve with the game's story?

You’ll discover hidden character themes and national themes throughout the game. These music themes create fabrics of stories on both a personal and world level.

We’re happy to bring on board Mr. Hitoshi Sakimoto to create some truly remarkable soundtracks. Over 50 tracks have now been composed. From folks to orchestrals, acoustic guitars to flutes, the soundtracks will bring you along the emotional journey of the characters and pivotal moments in history.

For example, without spoiling anything, you’ll discover the ancient folk song of Iria by progressing through the story. Soundtracks like these really bring the world to life, and we look forward to bringing this experience to you when the game launches.


What's the release date?

Sword of Convallaria is expected to go global and cross-platform in the fall of 2023.

With classic gameplay, choice-based storytelling, and the beautiful NeoPixel art style, we wish that the game could breathe new life into the beloved tactical RPG genre.

If you’d like to stay updated, please follow us on YouTube and join our newly setup Discord server!

Check out our full overview video here: https://youtu.be/W-G8-fbuUoE

Don’t forget to add Sword of Convallaria to your wishlist for all the updates! Also, hop on Twitter and Discord to join the fun and stay in the loop with the latest buzz!


A Famitsu Interview: Exploring the Essence of Tactical RPGs with Yasumi Matsuno

A few weeks ago, our producer Guo had the opportunity to sit down with Yasumi Matsuno, the mastermind behind Tactics Ogre and Final Fantasy Tactics, courtesy of the leading Japanese video game publication - Famitsu. Guo and Matsuno discussed the design process of Sword of Convallaria, and shared interesting stories from behind the scenes of their experience as tactical RPG developers.


Below are some highlights from this exchange; a link to the original full interview can be found at the end of the post.

What is the meaning of Sword of Convallaria?

GUO: Sword of Convallaria is the name of the mercenary band that the player's character is part of. So we have "Sword" and "Convallaria." In the game, "Convallaria" signifies the beauty and transience of peace. “Sword” signifies weapons to protect that peace.

How did the Sword of Convallaria project start?

GUO: I'm a fan of tactical RPGs. I'm especially fond of Mr. Matsuno's Tactics Ogre. Sword of Convallaria is to a certain extent a game that pays homage to Tactics Ogre.

The second reason was that I saw Octopath Traveler I and my production team were also pixel art fans. Octopath Traveler used today's new technology to bring pixel art to audiences again. We also wanted to make a new pixel art game to bring everyone something that we like. That's how Sword of Convallaria was born.


Campaign Story Branches

MATSUNO: How exactly do players make these choices? In Tactics Ogre, players can select lines to speak. Sometimes they choose from one of two choices.

More recently, in Square Enix's Triangle Strategy, they have the Scales of Conviction. These tilt and diverge the plot. What systems do you have in Sword of Convallaria to make the story diverge? Can we discuss this in more detail?

GUO: We have also incorporated a branching system similar to Tactics Ogre. And at the same time, actions taken during battles also affect the story and the outcome of the battles.

For instance, if a player acts based on humanitarian principles during a battle, like helping civilians, there may come a time when the civilians will support the player, and this action might change the unfolding of the later story.

Overall, there are seven or eight possible endings.


Online Gameplay and Storylines

MATSUNO: You mentioned earlier that you wanted to make a framework for an online game. If it's an online game, then the game must go on because the service must continue. There will probably be story arcs like the seasons of a foreign TV drama.

What's your ideal scenario in terms of story development to keep the service going? How would it unfold? What are you aiming for? I'd like to know your thoughts.

GUO: Sword of Convallaria's story proceeds on two levels. The online part is bigger and sees the story from a broader perspective. The story must progress gradually so that the service can last. The online part will have complete story arcs, and each arc will be part of the overall story. They won't be closely related to each other. While people will be able to keep on playing, each arc will last about three months and will be complete in itself. It will be almost like playing offline. Like with Tactics Ogre, there will be different perspectives of the same world and how you play will influence this perspective.


Expanding the Tactical RPG Audience

MATSUNO: I want to ask about the game mechanics. I played a sample of the game. Many elements seemed to be typical of tactical RPGs, but could you explain what’s the same as existing games, and what's different about it? Could you explain for the viewers?

GUO: Designing RPGs comes with a difficulty which may be why tactical RPGs are not so popular now. Because their battle feedback is indirect compared with other types of games the process is more difficult, and gameplay is unwieldy. Battles take too long overall.

Sword of Convallaria tries to pick and choose from these. It simplifies gameplay and makes maneuvers more intuitive. We made it easier but retained the fun of strategy hoping that users will be able to enjoy a tactical RPG more easily.

The story also has a high perspective, which is an advantage of tactics RPGs, and emphasizes character building.


300 Maps And 1,000 Stages

MATSUNO: If you count all the stages, daily quests, and so on, How many maps do you have in the game when you are releasing?

GUO: We have 300 maps so far. There are actually over 1,000 stages.


Pixel Art and Character Styles

MATSUNO: The animation is extremely well executed. Even though it's pixel art, I can sense the artist's love and attention to detail. The backgrounds and so on are beautiful. The illustrations are also very high quality.

Overall, I can tell that it's going to be brushed up even more. That's my impression and I'm really looking forward to it. I want to play the finished version as soon as I can. I guess it's based on Unity.

The engine is Unity, right? Why didn't you make the game 3D?

GUO: The scenes are actually 3D but they're mapped to make them look 2D. The characters are all drawn in 2D. A normal map is laid over the pixel art to match the lighting and get a more subtle expression. This blends the characters more effectively with the scene's light source.

MATSUNO: We did much the same with Octopath Traveler. I think that with Triangle Strategy and Octopath Traveler, we could have made the backgrounds appear as three-dimensional as we liked.

What did you aim to achieve by making Sword of Convallaria look 2D?

GUO: Octopath Traveler is a 3D game with a pixel art style. We like traditional pixel art so we want to use 3D to reinforce it. We also like pixel art's unique "negative space" effect. It gives room for players to use their imaginations. Their brains can fill in the details so they envision more detailed scenes. Sometimes it can outdo a realistic 3D image.

For example, in Tactics Ogre, the protagonist argues with his sister at the port. He faces the sea and ponders something. That scene, where his hair streams in the wind left a profound impression on me. I think that showed pixel art's charm.

Deep down, I like that era's pixel art. I want users to see it in a better form so that more people can enjoy pixel art.


Creating Music with Hitoshi Sakimoto

MATSUNO: You got Mr. Sakimoto to do the music. Could you tell me why you chose Mr. Sakimoto?

GUO: Probably because I love Tactics Ogre. I asked Mr. Sakimoto to compose the music because I was influenced by Tactics Ogre. Another reason is that the feel and theme is realistic and grave, and I think Mr. Sakimoto's style is perfect for that.

At present, we have about 51 tracks. Since 2020, in terms of progress, we've been dealing with them in stages.


Concluding Remarks

GUO: As a tactical RPG developer, and as a lover of the great golden-era games, Sword of Convallaria is my love letter to fans of games from that era. I hope that through Sword of Convallaria, players today will feel the charm of the games from back then. I hope you will play Sword of Convallaria and find it enjoyable. Thank you.

MATSUNO: As a game fan, I like all kinds of games, but thinking games such as simulation games, war games, and tactical RPGs are my favorite. I live this genre both as a game creator and as a user. I haven't made such games recently, but new titles like this are coming out overseas, in China. From what I saw and felt, it looks really fun. I haven't played the release version yet, but I truly want to play it when it's ready. This is really worth looking forward to, and I hope you grab it for yourself when it's released. By doing so, we can support the tactical RPG genre.

Watch the full interview here: https://www.youtube.com/watch?v=UjBn5onO6Gc

Sword of Convallaria is expected to go global and cross-platform in the fall of 2023.

Don’t forget to add Sword of Convallaria to your wishlist for all the updates! Also, hop on Twitter and Discord to join the fun and stay in the loop with the latest buzz!