Delphyq Design Series Part 1: Introduction

[This series aims to discuss the various mechanical aspects of DELPHYQ. Each week, we’ll be dealing with one or more aspects of the game, from the most basic to the very complex. We hope you enjoy this series, and please try the demo out by visiting our Steam page. Also, don’t forget to FOLLOW and WISHLIST us on Steam to get the latest information about DELPHYQ!]

Hey there, commander! How are you? I hope this finds you well. We’ve got a pretty beefy piece to go through, so take some time off, grab a cup and let’s have at it!

DELPHYQ is a real time tactics game, one that puts you in the role of a mastermind in command of an elite group of combatants known as the Operatives. As such, their fate is in your hands; every move, every decision, every action and reaction you make will influence and decide the outcome of each encounter you will face along the way. Therefore, understanding the nuances of its various systems is key to winning every engagement you will be subject to.

One thing that separates DELPHYQ from the rest of the strategy and tactics crowd is the way it simulates real combat. We cannot stress enough how important it is to understand the fact that DELPHYQ is not a turn-based game; despite it having a pause mechanic, combat is still handled in real-time. Your opponent will not wait for you to finish attacking first before they fire back. Think of it as a military simulator of sorts wherein you not only have to plan your actions, but you also have to adapt and compensate for the enemy’s real-time reaction.


Engagements in Delphyq can range from mild to outright frenetic

Engagements in Delphyq can range from mild to outright frenetic


Combat in DELPHYQ can get pretty frenetic at times, and it’s easy to lose units quickly in the battlefield if you’re not paying close attention to what’s happening. This becomes more complex once you start separating your troops to perform advanced flanking strategies. The wider the ground you have to monitor, the higher the risk goes. Nothing a mastermind like yourself can’t handle, right?

One critical reason why it’s important to understand how DELPHYQ presents combat in real-time is because of the game’s permadeath system. For the uninitiated, permadeath means that you will lose an Operative should you fail to rescue them when they fall in combat. 

This is one scenario you do NOT want to find yourself in

This is one scenario you do NOT want to find yourself in

It goes without saying that you may or may not see the end of the game with your entire unit intact, and their survival lies on how well you can handle each situation. Strategy games such as X-Com: Enemy Unknown, the Fire Emblem series, as well as the role playing game titled Darkest Dungeon feature this system, and features it well. 

Units whose Bleedout timers run out in the field will be gone forever. Remember that!

Units whose Bleedout timers run out in the field will be gone forever. Remember that!

Permadeath is essential in honing the way you act and react to situations. We aren’t kidding when we say this is real tactics in real time, mortality included. But don’t let this system scare you; permadeath is simply a guide towards mastery. Unlike other strategy games where you can just throw your units at the enemy without any lasting repercussions, DELPHYQ prompts you to think more carefully of every decision you make by way of making mistakes matter gravely. This makes every mission satisfying to accomplish with as few casualties as you can possibly manage. Mastery of the game’s systems is an essential element in fulfilling your role as a mastermind, and it’s also something you can use not just in DELPHYQ but in the real world as well, just in case you ever go into actual combat, (but we hope not!) Pretty neat takeaway, huh?


Anyway, that’s it for permadeath for now. For the next couple of articles, we’ll be taking a deeper dive into various topics that explain what makes Delphyq the game that it is. We’ll be covering the inception of the project, as well as talking about specific philosophies concerning its design. We hope that these articles will prove useful for you. Stay tuned!


Note that these topics are subject to change depending on circumstance. After all, Delphyq is still in development, and we are improving it based also on your feedback. If you haven’t tried the FREE DEMO yet, go visit our Steam page now at and get to it. And while you’re there, hit that FOLLOW button and add the game to your WISHLIST as well! Doing so allows us to get information about the game to you as fast and as convenient as possible. Once you’ve played it, let us know what you think! No voice is too small, no opinion too weak. The game gets better with every thought that comes along our way.


Thanks for reading and we’ll see you in the next one! Till then, stay safe, commander! Over and out!



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New Trailer Released

A true Mastermind knows patience is a virtue, and the Mastermind strikes only when it’s prepared and ready… After a long hiatus, we, at Beyond Red Wave Arts, emerge from the shadows with a brand new Delphyq gameplay trailer.

From the first release of our “Proof of Concept Demo” back in 2016 at IndieCade, we had been hard at work developing the game as well as our team. From having just five team members about two years ago, our team has grown to nine (soon to be 11)! For the past two years, we had been finalizing design concepts, writing the story, coding the core features, producing original art assets, and developing the enemy AI.

With this new teaser video (actual in-game footage), we hope to show that we are now ready to showcase our game to potential partners with the goal of releasing the full game within a year.

Here is a brand new trailer to show our progress in the last two years. It has been a long and winding road, but we are finally seeing the light at the end of the tunnel. With this video, we hope to give you a lasting preview of what’s coming…

Indiecade E3 2017

We were so proud and delighted to be one of the IndieCade E3 selections this year. We had a blast showing our game to everyone who came to our booth. Thank you for all the compliments and words of encouragement! By the end of the show, we were all exhausted, and our voices were gone. It was well worth it!!!

GDC 2017

Had a great time attending GDC this year and meeting lots of people in the industry. We appreciate all the feedback about our game. Such a pleasant surprise to hear many people compare Delphyq to the great XCOM…a welcome validation to our vision and efforts. Here’s a video from our GDC booth with some awesome testimonials from GDC attendees.

IndieCade 2016

From day 2 of Indiecade, we’ve lots of positive reactions about the new demo we just released for our game! If you would like to learn more, check out!