About
Westminster Darkly is a turn-based strategy RPG set in Westminster (UK), after a massive solar storm causes the end of the electric age.
Combining strategic neighbourhood management with tactical battles, you'll be facing the hardest decisions as you try to adapt to the brutal realities of life in a world turned darkly.
Main features:
- Neighbourhood Management
- Events & Exploration
- Tactical Battles
As a work of realistic fiction, Westminster Darkly also integrates some of the more exotic aspects of contemporary English life, such as:
- Roaming Thugs
- Stabbings & Acid Attacks
- Grooming Gangs & Quisling Cops
Management Overview:
- Governance: Tax, Invest, Market, Control (Local Assistance, Stop & Frisk, Borders)
- Mobilization: Create Unit, Refit Unit, Train Unit, Deploy (Agent or Militia)
- Personnel: Asset Information, Transfer, Appointment, Level Up, Prisoners
- Public Support: White-Collars, Blue-Collars, Underclass & Refugee Populations
- Ext. Representation: Trade, Support, Ally, Officer Exchange, Joint Attack, Threaten
- Ext. Infiltration: Asset Information, Defame, Sabotage, Rescue Officer, Recruit Officer
- Conquering Framework: Accommodate, Manipulate, Dominate
Tactical Overview:
- Initiative-Based Combat: Attacks and Counter-Attacks
- Specialized Attacks: Acidize, Enflame, Charge, Snipe
- Specialized Abilities: Taunt, Confuse, Combined attacks
- HQ Entrenchment & Disengagement Penalties
- Direction-Based Weak Point Bonuses
- Efficiency Degradation
- Morale & Panic
Combining strategic neighbourhood management with tactical battles, you'll be facing the hardest decisions as you try to adapt to the brutal realities of life in a world turned darkly.
Main features:
- Neighbourhood Management
- Events & Exploration
- Tactical Battles
As a work of realistic fiction, Westminster Darkly also integrates some of the more exotic aspects of contemporary English life, such as:
- Roaming Thugs
- Stabbings & Acid Attacks
- Grooming Gangs & Quisling Cops
Management Overview:
- Governance: Tax, Invest, Market, Control (Local Assistance, Stop & Frisk, Borders)
- Mobilization: Create Unit, Refit Unit, Train Unit, Deploy (Agent or Militia)
- Personnel: Asset Information, Transfer, Appointment, Level Up, Prisoners
- Public Support: White-Collars, Blue-Collars, Underclass & Refugee Populations
- Ext. Representation: Trade, Support, Ally, Officer Exchange, Joint Attack, Threaten
- Ext. Infiltration: Asset Information, Defame, Sabotage, Rescue Officer, Recruit Officer
- Conquering Framework: Accommodate, Manipulate, Dominate
Tactical Overview:
- Initiative-Based Combat: Attacks and Counter-Attacks
- Specialized Attacks: Acidize, Enflame, Charge, Snipe
- Specialized Abilities: Taunt, Confuse, Combined attacks
- HQ Entrenchment & Disengagement Penalties
- Direction-Based Weak Point Bonuses
- Efficiency Degradation
- Morale & Panic