More indie games

TSAREVNA. Age of Tales makes the style meter the thing keeping you alive

4 min read

Most action games borrow a fighting style. TSAREVNA borrows ballet, captured from a working prima ballerina, and then spends the performance itself on staying alive.

Combat that pays out in dances

You chain. Ground combos into air combos, a rank climbing in the corner while you keep contact, and a sword that comes apart mid-string into a falling spread of daggers before it reassembles. When the rank is high enough you spend it on a dance — a committed set-piece that closes a wound, locks a group of enemies in place, or flips a fight you were losing. Cat Bayun, the sharp-tongued companion who follows Swan around, can be called into the same combo for tag-team hits.

The unusual part is where the animation came from. Watt Studio built the moveset on movements performed by a real prima ballerina, which is a stranger decision than it sounds. Ballet is not a martial art dressed up; it is a discipline about carrying momentum through a phrase and landing it cleanly, and that turns out to describe combo action better than most of the martial arts games actually borrow from.

The design consequence is the interesting bit. In nearly every hack-and-slash, the style meter is scoring — a grade stamped on a fight you have already won, worth some currency at the end. Here it is the economy. Rank buys dances, dances buy health and crowd control, so performing well is the supply line rather than the trophy. Fighting beautifully is not a flourish on survival, it is the mechanism of it.

That inverts the usual safety valve. The cautious answer to a room that is going badly is normally to disengage, poke, heal, and come back. If the heal is locked behind an unbroken combo, disengaging is what kills you, and the panic move and the correct move stop being the same thing.

Around that sits a story-driven adventure through Slavic folklore — the island of Buyan, the upper realm of Iriy, enchanted forests and ruins left over from a cataclysm, with bosses pulled from the same legends. Swan is the last heir of a fallen kingdom, and the arc the studio keeps pointing at is how much of herself she spends on getting justice before she becomes the thing she went after.

Why grading the fight changes the fight

Depth, Mastery, and Vanquish argues that great action games run on an easy surface with expressive depth underneath — anyone can play the first ten minutes, and a good player gets somewhere completely different out of the same buttons. That is the exact bar a ballet-derived moveset has to clear. Choreography is precise by nature, and precision is how you accidentally build a game with a high floor. The dances need to be reachable by someone mashing in the first hour before they can be worth mastering in the twentieth.

How Games Do Health is the load-bearing one. Its argument is that the way a game hands health back decides whether players retreat, explore, or charge in — the refill schedule is a behaviour instruction, not a number. TSAREVNA’s answer is aggressive healing: you cannot bank health, you can only earn it by staying in contact long enough to build the rank that pays for a dance. That is a deliberate push toward the front of the room, and it also means a badly tuned enemy that interrupts combos does not just annoy the player, it switches off their healing entirely.

Secrets of Game Feel and Juice covers the risk sitting underneath all of it. Feel is decided second to second, in impact, camera and the delay between a press and a response. A captured ballet phrase is long and committed by design, which is beautiful to watch and dangerous to play — fidelity to the real movement is precisely what makes inputs land late. The games that solve this let the animation stay long while the input window stays generous, and that gap is where this one will be won or lost.

What you actually get

TSAREVNA. Age of Tales is developed and self-published by [Watt Studio](https://wattstudio.art/), filed on Steam under Action, with a 2027 window. It is coming to Windows, single-player, with full controller support, Steam Achievements, captions and cloud saves listed on the page. It is not out yet, so everything above is a read of the design the studio is describing rather than a verdict on how it plays.

The pitch is doing something honest that a lot of action games avoid: it names one idea, commits the whole combat system to it, and accepts that the idea has to carry both the spectacle and the survival. If the dances feel good and stay affordable, the rest of it — folklore, bosses, a companion who fights beside you — has a spine to hang on.

If what draws you in is a game betting everything on how a body moves, the untitled werewolf game is the other one on this list — no title, no store page, one solo developer, and a movement system doing all the convincing on its own.