“Sanitized Secrets” Demo-Scenario

2–3 minutes


Delve into Sanitized Secrets: A Radiant Tactics Gameplay Demo Inspired by Gloomhaven and Zelda

What happens when tactical combat meets puzzle-like exploration in a dungeon full of wyrd secrets? Sanitized Secrets is the first gameplay demo for Radiant Tactics blending the strategy of Gloomhaven or D&D with the classic environmental puzzles of The Legend of Zelda.

In this prototype scenario, you and your fellow adventurers infiltrate a reawakened dungeon on the fringes of Alder. Strange lights flicker, daemon blood stains the stones, and half-forgotten research hums behind sealed doors. Your mission is simple: recover the data and escape alive. How you do it—through steel, spellcraft, or clever use of the environment—is up to you.

What makes this demo unique?

  • Every turn is a choice: explore the environment or attack your enemies.
  • Environmental puzzles: manipulate objects, disable traps, and uncover secrets as you fight.
  • Heroic powers: unleash once-per-rest abilities at the perfect moment to turn the tide.
  • Enemy AI with odds: predict and gamble on how foes will act each turn.

This is an alpha playtest—raw, experimental, and meant for players who love diving into systems while they’re still taking shape. If you enjoy finding clever tactics, pushing mechanics to their limits, and giving feedback that helps shape the future of a game, we’d love to have you try Sanitized Secrets.

Download the demo, gather your party, and tell us how you cracked open Alder’s dungeon. Your feedback will help guide where Radiant Tactics goes next.

Free for our Patreon alpha playtesters!

Playtest Feedback

Q. How similar is the demo’s gameplay to comparable games?
Q. What adjustments would make the gameplay better?

Key Parameters
(lower/higher/about right)

Lethality: How quickly units are KO’d.
Action Complexity: How many choices per unit, how long force play decision making takes.
Force Size: Total number of units.
Play Length: How long should it take to play out a tactical battle. (‘Too long, too short.’)
Challenge: How difficult the tactical battle should feel. (‘Too hard, too easy’.)
Unit Expendability: How concerned with losing units should players be. (‘Feels too punishing to lose, feels too expendable.’)
Map Design: How fitting map design is for gameplay mode.
Objective vs KO Focus: Which should genre’s gameplay emphasize more?

← Back

Thank you for your response. ✨

Warning

Share?

Disclaimer: The product names and trademarks of other tactics games and RPG systems are mentioned on this website for sole purposes of comparison, critique, review or education. Radiant Tactics does not claim compatibility with any mentioned system, nor are any claims of ownership advanced.