Bagabond
Bagabond is our turn-based tactics game in development: think careful positioning on a hex board, meaningful abilities, and dungeon runs that reward planning over button-mashing. You’ll face waves of enemies that telegraph their intentions, manage inventory and stats, and discover builds that fit your style. We’re excited because it’s the kind of game we love to play—deep enough to master, readable enough to pick up, and built in Unity so designers can iterate on content quickly. Every fight is a small puzzle; every run is a chance to try something new.

Bagabond is a turn-based tactical game we’re crafting at TwinZilla—built for players who enjoy strategy, tension, and fair fights.
Why we’re excited
We grew up on games where every tile mattered and a good plan beat reflex alone. Bagabond is our love letter to that feeling: hex-grid combat, dungeon rooms that escalate in pressure, and enemies that feel clever rather than cheap. We want you to finish a session thinking, one more room—not that was unfair.
What you’ll experience
Tactical combat on a hex grid
Move in six directions, line up abilities, and think about range and positioning before you commit. Combat is turn-based and readable—you always know whose turn it is and what’s at stake.
Abilities with real choices
Use skills with clear costs and effects, unlocked and tuned through data the team can adjust in the editor—so balance can evolve as we playtest.
Enemies that telegraph their plans
Opponents show what they intend to do, then act—giving you room to respond instead of guessing.
Dungeon runs and rewards
Progress through rooms and waves, earn loot, and push a little further each run—roguelike energy with room to grow into a fuller campaign.
Inventory and character growth
Collect items, tweak stats, and experiment with builds that change how you approach the next fight.
How we build it
Unity powers the game, with C# gameplay code written for clarity and long-term growth. We use a custom in-house architecture so game rules stay separate from animation and UI—meaning fewer bugs when we polish visuals and more freedom for designers to add content. Tools like Odin Inspector and our own editor helpers let the team author maps, dungeons, abilities, and AI without waiting on engineering for every tweak.
Where it stands today
In development on PC—playable internally, expanding content and feel with each milestone. Follow along as we share more as Bagabond takes shape.
Built with
Unity · C# · Hex-grid tactics · Data-driven design · In-house game systems