Chesstics

An isometric tactics game for Mac and Windows

Chess moves. Real battles.

The pieces move much as they do in chess — but a blow wounds instead of capturing, and anyone who survives a melee strikes straight back.

A battle in Chesstics: the blue queen is picked up, her moves are marked across the board, and wounded units wear health rings.

How it plays

Moves you know. Fights you don't.

A blue ranger picked up in the middle of the board, with a square marked in gold on each of its four diagonals.

Chess moves, rebalanced.

Chess moves were designed for pieces that fall at the first touch. Here a fight lasts several blows, so we retuned a few of them until every unit earns its place on the board. Your chess instincts will carry you far — just not all the way.

Two wounded units mid-battle: a red ring over the red rider, down to 7 of 30 after charging the pike line, and a green one over the blue pikeman it hit, still on 17 of 24.

Every blow leaves a mark.

A strike takes health, not the piece. Units fall only when they have nothing left to give — and anyone who survives a melee hits straight back. The wounded fight with whatever strength remains, so the first blow often decides it.

The panel of a red ranger, with the blue cavalry picked up and aimed at it: 18 of 18 health, and the blow forecast at −44, lethal.

No dice. No surprises.

Pick up a unit and point at a target: before you commit, the panel tells you exactly how much damage the blow will do — and whether it kills. Strengths and weaknesses tip the scales, but no fight is ever hopeless.

Six units

Every piece has a job

Pikeman

Forward or sideways — never back

The line that holds. Pikemen press forward or sidestep, but never fall back — and any rider who charges them pays for it. Strong against cavalry, and the heaviest armour of any troop.

Health
24
Attack
26
Armour
8
Strong againstCavalry
Beware ofArcher

Archer

Shoots two or three squares, in any direction

Fires over the heads of other units without leaving its square, and shreds a pike block from range. Up close it's made of glass: little health, almost no armour — riders and rangers cut it down.

Health
16
Attack
28
Armour
2
Strong againstPikeman
Beware ofCavalryRanger

Ranger

Any distance, along the diagonals

Crosses the board in a single move and hits as hard as the queen — and hardest of all against her. But pikes stop it cold, and it wears almost no armour.

Health
18
Attack
34
Armour
1
Strong againstArcherQueen
Beware ofPikemanCavalry

Cavalry

Leaps like a knight — and further

The toughest of the four troops, with a leap no battle line can block. It runs down archers and rangers — and it's the one unit a wall of pikes is built to stop.

Health
30
Attack
30
Armour
6
Strong againstArcherRanger
Beware ofPikeman

Queen

Any distance, any direction

The most complete piece on the board: plenty of health, a blow as hard as any, heavy armour and no weak matchup of her own. Her one real threat is a ranger on an open diagonal.

Health
30
Attack
34
Armour
9
Strong againstNo one in particular
Beware ofRanger

King

One square, in any direction

The best-armoured unit on the board — and the only one that truly matters: if he falls, the battle is lost. He strikes back hard, but it should never come to that.

Health
24
Attack
30
Armour
10
Strong againstNo one in particular
Beware ofNo one in particular

The campaign

Win gold. Buy cards. Climb.

Take on the computer, stage by stage. Every victory pays gold, and the shop turns it into cards that reshape your army — 69 in the deck, three in your hand.

Each stage is fought under a new world rule, drawn from 24, that changes how the battle plays. One defeat ends the run — and the higher you climb, the further ahead your opponent thinks.

The shop between two stages: three cards on offer, the world rule for the next stage, and the cards already owned.

Online

Two ways to take on real players

Waiting in the third round of the ladder: a clock counts the wait, and the game estimates about 45 seconds.

Matchmaking

Pairs you with an opponent who has climbed just as far. Win and you move up a round; lose and you start again from the bottom.

Opening a room: the world rule Peasants' Revolt chosen and 60 starting gold for the shop.

With friends

Open a room and share its five-character code — with a world rule and starting gold to spend on cards, if you like.

No account, no sign-up. If your connection drops, the game puts you straight back into the match — and your opponent waits a minute for you to return.

The details

Polished to the last pixel

  • Pixel art on an isometric board that builds itself, tile by tile, before every battle
  • Music and sound generated live — four classical pieces, synthesized straight from the score
  • Play with mouse, keyboard or gamepad — or type squares: A 1 picks up a unit, A 2 moves it
  • Fully translated into 14 languages
  • The campaign saves after every move, clock included
  • No ads, no account, no tracking

Common questions

Ready for battle?

On the Mac App Store for any Mac with macOS 10.15 or later, Apple silicon and Intel alike — and on Steam, for Windows and Mac.