Compare Valiant Tactics prices across trusted key stores and find the best deal. Developed by Felid Entertainment. Published by indie.io. Released on 8/4/2025. Available on PC. Genres: Indie, RPG, Strategy.

Tired of watching a 95% hit chance whiff the kill shot? Valiant Tactics rips accuracy rolls out of hex-grid tactics entirely, making every bad outcome your fault, and your win completely earned.

I have a spreadsheet for tracking roguelite run variance. Valiant Tactics broke it, because there is almost no combat variance to track. Every attack connects. Every cooldown choice, every positioning call on the hex grid, every decision to burn an ability now versus saving it for the next encounter, that is the entire game. For strategy players who have spent years blaming the dice, this is either a revelation or a quiet moment of terror, because there is nowhere left to hide. The mechanical core is tighter than it first appears. Felid Entertainment, a three-person studio out of Tbilisi, built the challenge around cooldown management as the primary resource rather than hit probability. You field five active heroes from a pool of eight distinct classes, including roles like Cleric, Marksman, and Guardian, each carrying their own cooldown timings and talent trees. The question on every turn is whether a basic attack finishes the job or whether you spend an ability for the guaranteed kill and leave yourself exposed the following round. Terrain tiles carry status effects like poison clouds and slowing mud, weather shifts mid-run and can collapse a positioning plan that looked solid two turns earlier, and nine enemy factions each demand a different read. The determinism means the enemy telegraphs its intentions too, so when you lose, the post-run summary screen pinpoints the exact turn your formation became unsalvageable and lists synergies you missed, like a weapon effect that would have chained with a talent. That feedback loop is genuinely useful rather than decorative. The roguelite scaffolding is competent without being exceptional. Between hex-grid skirmishes, a branching map of nodes covers battles, random events, merchants, upgrade shrines, and rest stops, with health and consumables carrying over across all of them. The tension of pushing into a hard fight for better loot versus taking the quiet rest after a rough skirmish is real. Permanent progression is intentionally lean: individual heroes reset between runs, and lasting unlocks are limited to additional classes, certain artifacts, and cosmetic badges. Some players have flagged this as too unforgiving, particularly the single-item carry over deep into later runs after a defeat, and that criticism has merit. The meta progression layer is thin relative to what the genre currently benchmarks. Community feedback has also pointed toward wanting a more thorough tutorial, clearer pre-combat difficulty signals, and better tooltip detail on item effects, which suggests the new-player experience still has rough edges despite the accessible-on-paper concept. Content breadth is where the game shows its indie budget most clearly. Eight classes is a workable number for a first release, but players who run through all compositions report that team-building starts to feel familiar sooner than the ten difficulty levels would suggest. Forty dynamic events and over 120 weapons and equipment pieces give individual runs reasonable variety, but the event dialogue reads as generic filler rather than world-building, and the AI occasionally makes odd choices under pressure. The Steam reception sits at roughly 71 percent positive on a small sample, which tracks with the pattern of a mechanically solid debut that could use more content and polish passes. The developers have shown responsiveness to community feedback, which is worth weighting for a live indie title. For the strategy player who wants a clean, no-excuses tactics game, Valiant Tactics delivers exactly that. The no-RNG combat is not a gimmick, it restructures how you think about every turn. Newcomers to hex-grid tactics will find the deterministic system actually lowers the learning curve in one key way: you can plan properly because the numbers do not lie. Just do not arrive expecting the meta depth of a roguelite that has had three years of post-launch updates. This is a tight first release from a small team with a clear, defensible design philosophy. Diego, Scout Team

Valiant Tactics

Valiant Tactics

Aug 4, 2025Felid Entertainmentindie.io
GamerScout Says

Tired of watching a 95% hit chance whiff the kill shot? Valiant Tactics rips accuracy rolls out of hex-grid tactics entirely, making every bad outcome your fault, and your win completely earned.

PC
Steam Deck Playable
Best Price Available
€5.14
at Electronic First
Lowest tracked: €5.14
Track this price

GamerScout Verdict

Worth it for tactics players who want zero RNG in combat; too content-thin for roguelite veterans chasing deep meta progression.

Compare Prices(7 stores)

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€5.14
Priced in EUR by the store
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StandardRest of worldSteam KeyKey
€7.27-48%
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StandardGlobalSteam KeyKey
€7.29-48%
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StandardGlobalSteam KeyKey
€7.35
Priced in EUR by the store
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StandardRest of the WorldSteam KeyKey
€7.60
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StandardGlobalSteam KeyKey
€8.04-43%
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StandardGlobalSteam KeyKey
€10.18
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StandardAustralia, New ZealandSteam KeyKey
€10.18
Priced in EUR by the store
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Price History

Lowest tracked
€5.144 Aug 2026
Current best
€5.14
Lowest since we started tracking
Keyshops
€4.87€5.79€6.70€7.628 Jun1 Jul23 Jul15 Aug6 Sept
8 Jun — 6 Sept
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Screenshots & Media

About Valiant Tactics

I have a spreadsheet for tracking roguelite run variance. Valiant Tactics broke it, because there is almost no combat variance to track. Every attack connects. Every cooldown choice, every positioning call on the hex grid, every decision to burn an ability now versus saving it for the next encounter, that is the entire game. For strategy players who have spent years blaming the dice, this is either a revelation or a quiet moment of terror, because there is nowhere left to hide. The mechanical core is tighter than it first appears. Felid Entertainment, a three-person studio out of Tbilisi, built the challenge around cooldown management as the primary resource rather than hit probability. You field five active heroes from a pool of eight distinct classes, including roles like Cleric, Marksman, and Guardian, each carrying their own cooldown timings and talent trees. The question on every turn is whether a basic attack finishes the job or whether you spend an ability for the guaranteed kill and leave yourself exposed the following round. Terrain tiles carry status effects like poison clouds and slowing mud, weather shifts mid-run and can collapse a positioning plan that looked solid two turns earlier, and nine enemy factions each demand a different read. The determinism means the enemy telegraphs its intentions too, so when you lose, the post-run summary screen pinpoints the exact turn your formation became unsalvageable and lists synergies you missed, like a weapon effect that would have chained with a talent. That feedback loop is genuinely useful rather than decorative. The roguelite scaffolding is competent without being exceptional. Between hex-grid skirmishes, a branching map of nodes covers battles, random events, merchants, upgrade shrines, and rest stops, with health and consumables carrying over across all of them. The tension of pushing into a hard fight for better loot versus taking the quiet rest after a rough skirmish is real. Permanent progression is intentionally lean: individual heroes reset between runs, and lasting unlocks are limited to additional classes, certain artifacts, and cosmetic badges. Some players have flagged this as too unforgiving, particularly the single-item carry over deep into later runs after a defeat, and that criticism has merit. The meta progression layer is thin relative to what the genre currently benchmarks. Community feedback has also pointed toward wanting a more thorough tutorial, clearer pre-combat difficulty signals, and better tooltip detail on item effects, which suggests the new-player experience still has rough edges despite the accessible-on-paper concept. Content breadth is where the game shows its indie budget most clearly. Eight classes is a workable number for a first release, but players who run through all compositions report that team-building starts to feel familiar sooner than the ten difficulty levels would suggest. Forty dynamic events and over 120 weapons and equipment pieces give individual runs reasonable variety, but the event dialogue reads as generic filler rather than world-building, and the AI occasionally makes odd choices under pressure. The Steam reception sits at roughly 71 percent positive on a small sample, which tracks with the pattern of a mechanically solid debut that could use more content and polish passes. The developers have shown responsiveness to community feedback, which is worth weighting for a live indie title. For the strategy player who wants a clean, no-excuses tactics game, Valiant Tactics delivers exactly that. The no-RNG combat is not a gimmick, it restructures how you think about every turn. Newcomers to hex-grid tactics will find the deterministic system actually lowers the learning curve in one key way: you can plan properly because the numbers do not lie. Just do not arrive expecting the meta depth of a roguelite that has had three years of post-launch updates. This is a tight first release from a small team with a clear, defensible design philosophy.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementstier:indieNo-RNG CombatDeterministic TacticsCooldown ManagementHex-GridPost-Run AnalysisBranching Campaign MapDifficulty ScalingClass Unlocks

System Requirements

Minimum

OS
Windows XP, Windows Vista, Windows 7, Windows 8, Windows 10, Windows 11
Memory
1024 MB RAM
Storage
1 GB available space
Graphics
OpenGL 3.3 compatible video card with 512 MB
Processor
1.2 Ghz

Recommended

OS
Windows 7, Windows 8, Windows 10, WIndows 11
Memory
2048 MB RAM
Storage
1 GB available space
Graphics
OpenGL 3.3 compatible video card with 1024 MB
Processor
2+ Ghz

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Game Info

Developer
Felid Entertainment
Publisher
indie.io
Release Date
Aug 4, 2025

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Frequently asked questions about Valiant Tactics

How much does Valiant Tactics cost?

As of 6 September 2026, the cheapest in-stock offer for Valiant Tactics is €5.14 at Electronic First, out of 11 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Valiant Tactics cheapest?

The lowest in-stock price we track for Valiant Tactics is €5.14 at Electronic First (6 September 2026). We compare 11 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Valiant Tactics available on?

Valiant Tactics is available on PC.

When was Valiant Tactics released?

Valiant Tactics was released on 4 August 2025.

Who developed Valiant Tactics?

Valiant Tactics was developed by Felid Entertainment and published by indie.io.