NOMIA
Playing now
1+1 vs. yesterday
50%of peak
All-time peak
212 Sep 2026
Playing now
1+1 vs. yesterday
All-time peak
212 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Sale | NOMIA 30% Discounted @ Deckbuilders Fest NOMIA is discounted by 30% as part of Steam's Deckbuilders Fest! From May 4th to 11th, you can pick it up in Early Access at the (new) lowest price it's ever been, just ahead of its May 31st 1.0 release. If you'd like to try before you buy, the demo remains available indefinitely here: | — | |
| Announcement | NOMIA Releases May 31, 2026 NOMIA will release into 1.0 on May 31, 2026. The non-early-access version of the game will feature: · All remaining story scenes · Additional music by Will Goss · Additional audiovisual polish · Gameplay and balance improvements · As many quality of life improvements and bug fixes as I can get Thanks for following along this journey! I hope to see you there at the finish line. | — | |
| Game update | v0.9.5 Hotfix This build fixes a softlock associated with early game runs where certain enemies are forbidden from appearing. Save files that were affected by this softlock could already continue by ending the run from the pause menu and starting a new one, but they should now be able to continue their run without having to do so. | 22672039 | |
| In-game event | Update v0.9.5 Act III continues. Also: Some light animation has been added to rewards for readability. Adventurers' field-generating cards now only buff allies and debuff enemies. Some enemies have been edited in order to smooth out the early game learning curve. The next update will be the game's 1.0 release! Thanks for following along this journey. Soon, I'll have more to announce on when 1.0 will arrive.… | 22672039 | |
| In-game event | Update v0.9.4 Act III continues. Also, you can finally level up everyone's bonds to 5. CHANGELOG v0.9.3 -> v0.9.4 BUG FIXES · Fixed varied backgrounds toggling back and forth when going through the conversation log. · You can no longer make Copied cards into permanent cards with items such as Chirography/Muscle Memory (they would have disappeared after use anyway). · Crow's Eclipse now gains Draw 1 on upgrad… | 22444527 | |
| In-game event | Update v0.9.3 Act III begins. Also, the realms look slightly better lit now, and damage numbers are now different colours when applied to enemies versus allies. CHANGELOG v0.9.2 -> v0.9.3 BUG FIXES · Fixed no-line-of-sight eye icon being much smaller than intended. STORY · Implemented Act II Scene V. · Implemented Act III Scene I. · Implemented lore entries linked to the above scenes. · Implemented Act III d… | 22091076 | |
| In-game event | Update v0.9.2 The story continues! Certain statuses are now a bit more clearly communicated: Vulnerable/Parry draws an overlay on the unit, and Stable/Unstable shows a brief message when they change knockback. I've also ironed out a few bugs: all Memories that activated on defeating an enemy now work again, certain mid-story scenes have the right sprites now, and a few typos or unclear descriptions have been… | 21781948 | |
| Sale | NOMIA 25% Discounted @ Tiny Roguelikes 2026 NOMIA is discounted by 25% as part of Tiny Roguelikes 2026 ! From January 31st to February 14th, you can pick it up in Early Access at the lowest price it's ever been. If you'd like to try before you buy, the demo remains available indefinitely here: | — | |
| Game update | v0.9.1 Hotfix This build fixes an issue with some characters having the wrong sprites in certain mid-run story scenes. It also includes a few changes underneath that one, which will be fully described in 0.9.2's changelog. | 21585826 | |
| In-game event | Update v0.9.1 Once per battle, you can now undo your turn. This was one of the most commonly requested features! I couldn't offer the player infinite undos since that would make it optimal to repeatedly retry percent-chance effects, and it's never good to make an unfun way to play the most optimal one. One undo every battle should cover for the occasional misclick, or let the player retry an especially heino… | 21486091 | |
| In-game event | Update v0.9.0 A major update to the game's look and core gameplay! Adventurers are now represented by "figurines" that have multiple frames, and unit status indicators have been completely redesigned to be more compact and stylish. In addition, party members can now move through each other, and the line of sight algorithm has been made more permissive: if you would have line of sight by moving one tile (with… | 21344282 | |
| In-game event | Update v0.8.5 This update continues polishing the overall shape of a run. Tactic/Skill/Spell drafts have been replaced with Movement/Attack/Block/Status drafts, which are a lot more intuitive. Item events now give you one of your choice rather than two random ones. Also, if you've won a run with any given Curse, you can now intensify it for truly absurd levels of difficulty. CL 30 (every single Curse intensi… | 21046064 | |
| In-game event | Update v0.8.4 Adding a tactics component to a deckbuilder means two new avenues of defense: moving out of enemy range, or taking aggro with another unit. It also adds new restrictions on offense: your own attack range, and line of sight. This naturally led to more defensive play. For a while, I was thinking of a way to reward aggressive play to balance this out. This update, I'm trying a new thing where the… | 20893064 | |
| In-game event | Update v0.8.3 The second layer of Curses has been implemented! This update also brings a number of assorted quality of life and battle improvements. Every Memory that gives Block or defensive statuses now ticks before DoTs do. Seagull's Duality now truly inverts every status, even those whose opposites can't be gained in any other way. Enemy AOE indicators have been redrawn to be more readable. Chronomancer… | 20677928 | |
| In-game event | Update v0.8.2 This update introduces the Curse system, which lets you increase the difficulty of each run at will. After your first winning run (and certain story progress), each realm cleared will unlock the associated boss's Curse, a unique modifier that will make the run harder. Currently only the first of each path's Curses is implemented, but I plan to have the others ready in future updates. A few new… | 20557174 | |
| Game update | v0.8.1 Hotfix Wanted to get these out pretty quick since at least one person has gotten stuck due to an edge case. BUG FIXES · Fixed edge cases where the run progression would lock up if one character was already defeated. · Fixed card hitboxes occluding part of the "Confirm Upgrade" button. · Cards no longer stay on their hovered size when opening a new menu. STORY · Added single-character variations of mid… | — | |
| In-game event | Update v0.8.1 This update focuses on tuning the overall shape of a run and giving the player more control over their build. Previously, the math worked out where a run would include between 9-10 "breather" battles (realm-start battles and stray threats) and 14-15 "full" battles (including bosses). This has been reduced to 4-5 "breather" battles and 10-11 "full" battles. The exact placement of fights still va… | 20434673 | |
| Game update | v0.8.0 Hotfix Thanks for reporting these! BUG FIXES · Fixed cards getting stuck in the middle of the screen when closing the card menu during the animation. · Fixed boss-defeat achievements automatically unlocking (they have been reset and will be properly unlocked upon opening the Library if you've already defeated them on that save file). · Fixed Serration's backlash showing damage on preview for non-attac… | — | |
| Steam news | NOMIA is Out in Early Access Now! NOMIA is now available in Early Access! See here for what you can expect in this period: And see here for the latest update's patch notes: Please enjoy! - T | — | |
| In-game event | Update v0.8.0 Welcome to the Early Access versions! This update focuses on further improving the clarity of the tutorial and fleshing out the whole run. Additional conversations have been added that bridge story beats, and realm 3 enemies have been implemented (albeit mostly with placeholder art, due to me losing a significant chunk of dev time to a motherboard failure). Thanks for following this journey! Th… | — | |
| Announcement | NOMIA Early Access October 10th, 2025 After a 2.5 year long GitHub streak, an inopportune broken motherboard very close to release time, and lots and lots of feedback, NOMIA will be releasing in Early Access October 10th, 2025. Whether you've been here since the very start or are just hearing about this for the first time, thank you for being here! What You Can Expect In the Early Access version, you can: · Unlock all 4 playable ch… | — | |
| Community | Nomia @ Game Devs of Color Expo 2025 Hi everyone, NOMIA is featured in the GDoCExpo Direct 2025. Welcome to those coming from the event! The demo can be found right here: Please also check out the other amazing games showcasing in the Direct ! What is this? NOMIA is a story-rich tactics roguelike where you play two heroes at once. Each adventurer has two decks -- a reliable Action deck and an unpredictable Gambit deck, which creat… | — | |
| In-game event | Update v0.7.5 The game now has a lore section! All the worldbuilding that would be inconvenient to convey through dialogue goes here. Generally, lore entries are written for knowledge that the characters would have in-universe, but wouldn't specifically talk about given the events that are happening. I tried to keep these from being redundant with the existing conversations, in order to enable dialogue to fo… | — | |
| In-game event | Update v0.7.4 The revamped tutorial is complete! It seems like folks like the game more when they get to punt something off a cliff, so now punting an enemy off a cliff is the first thing you get to do. Some terrain effects are also triggered on turn-end rather than on step, to encourage movement rather than staying still. To support this, damage preview now also accounts for terrain effects and lunge moveme… | — | |
| In-game event | Update v0.7.3 Most lunges can now be played on empty tiles too! They can still be double-clicked if there's only one target. I've rewritten and redrawn the intro cutscene to establish the setting a little more. This will eventually join with a revamped tutorial. In the meantime, please enjoy various clarity improvements, like being able to see which of an enemy's cards is a locked AOE. CHANGELOG v0.7.2 -> v0… | — | |
| In-game event | Update v0.7.2 Enemies now emphasize space control a little more, with more locked AOE attacks and terrain-generating effects in place of applying statuses. They also now show a damage-over-time intent distinct from the debuff intent, and several visual elements have been tweaked to reduce noise. Per community feedback, the party member closest to the action is now automatically selected at turn start (this c… | — | |
| In-game event | Update v0.7.1 Hey, new trailer and key art! More importantly: Early Access will be available October 10th, 2025! Hope to see you there. For this update, Act I Scene III has been added. I was originally saving this for early access, but I think it's a nice story beat to include in the demo. Work continues on the visuals, and I was able to iron out a few bugs as well. More functional changes are coming next up… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.