Fell Seal Devs Just Announced Their Battle Brothers Style Fantasy RPG

The team behind Fell Seal Arbiter’s Mark just announced their next project, and it’s a radical departure from their Final Fantasy Tactics-inspired debut. Pathbreakers Roaming Blades drops the linear narrative campaign for a procedurally generated open-world sandbox where you lead a mercenary company across the Stormtossed Isle. Think Battle Brothers meets medieval fantasy, with turn-based tactical combat on hex grids, trading mechanics, dungeon exploration, and emergent storytelling that ensures no two campaigns play the same. For fans who’ve been waiting six years since Fell Seal launched, this announcement proves 6 Eyes Studio is willing to take risks rather than playing it safe with a direct sequel.

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From Fell Seal to Pathbreakers

6 Eyes Studio officially announced Pathbreakers Roaming Blades back in May 2025 to their Fell Seal community, but the proper announcement trailer dropped on November 26, 2025. The reveal confirmed that publisher Hooded Horse, known for strategy and tactical games like Manor Lords, Against the Storm, and Xenonauts 2, has picked up the project. This partnership makes perfect sense given Hooded Horse’s track record with deep systems-driven games that prioritize mechanical complexity over hand-holding tutorials.

The shift from Fell Seal’s narrative-driven structure to Pathbreakers’ procedural sandbox represents a philosophical change for the studio. In an interview with Turn Based Lovers, lead programmer and designer Pierre Leclerc explained they wanted something different from Fell Seal for their next game. The long-term goal is to establish three core franchises with distinct styles that they can cycle through, reducing audience fatigue with sequels while keeping development fresh and interesting for the team itself.

The Battle Brothers Comparison Everyone’s Making

The immediate comparison for anyone familiar with tactical RPGs is Battle Brothers, the brutal medieval mercenary simulator that’s become a cult classic. Both games center on leading a company of hired swords through a dangerous world where money, reputation, and survival matter more than saving kingdoms or defeating demon lords. The similarities extend to procedurally generated world maps, emergent narratives shaped by player choices, permadeath systems, and the constant resource management that makes every decision consequential.

What separates Pathbreakers from Battle Brothers is the setting and tone. While Battle Brothers commits to gritty low-fantasy realism with historical weaponry and grounded threats, Pathbreakers embraces vibrant medieval fantasy with monsters, magic, and classic RPG class systems. The announcement trailer shows plant-based salamanders, snowy lycans, hellish hounds, and various fantastical creatures alongside human opponents. This fantasy angle opens up more mechanical variety for classes, abilities, and enemy encounters while maintaining the strategic sandbox structure that makes Battle Brothers compelling.

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Eight Classes, Each With Two Advanced Options

Character progression in Pathbreakers features eight different base classes that can advance into two specialized versions each, creating 16 total class options. This mirrors the extensive job system from Fell Seal while adapting it for the mercenary management context. Instead of recruiting a fixed cast of story characters, you’ll hire generic mercenaries and develop them according to your company’s needs and playstyle preferences. The system should provide enough build variety that different campaigns can approach combat with completely different team compositions.

Procedural Worlds With Systemic Storytelling

The Stormtossed Isle generates procedurally for each campaign, reshuffling towns, dungeons, roaming enemies, and points of interest across the map. Every new game presents different routes, opportunities, and risk levels as you travel. Dynamic events layer on top of the procedural geography, with jobs and story events that can be resolved in multiple ways. Branching outcomes affect how factions view your company and what contracts they offer later, creating emergent narratives where player choices compound over time.

This systemic approach to storytelling represents a significant challenge for 6 Eyes Studio. Pierre Leclerc acknowledged in interviews that balancing such a complex world with procedurally generated content won’t be easy. However, the team plans to include multiple origin stories at launch, inspired by Uncharted Waters which let players choose from several protagonists each with unique starting narratives. This hybrid approach should provide some handcrafted story moments while maintaining the sandbox freedom that defines the genre.

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Hex-Based Tactical Combat

Battles in Pathbreakers play out on hex-based tactical maps with room for up to eight mercenaries on the field at once. The combat will feel different from Fell Seal according to the developers, though they promise it will still offer an interesting and challenging tactical experience with lots of character customization options. Class combinations, flanking, control effects, and area-of-effect abilities all matter when trying to control monsters or enemy mercenaries before they tear through your front line.

Enemy variety extends beyond human opponents using similar class kits to include beasts and fantasy creatures, encouraging flexible party builds rather than a single solved composition that works for everything. Dungeon expeditions narrow your squad to a smaller elite team and introduce resource management for light, healing, and fatigue while traps, hidden paths, and tougher encounters wait deeper inside. This dual combat structure – large-scale outdoor battles and intimate dungeon crawls – should provide mechanical variety throughout campaigns.

Difficulty and Balance Challenges

6 Eyes Studio aims for the baseline difficulty to be fairly challenging, though they plan multiple difficulty settings like Fell Seal to let players tailor the experience. Balancing a complex procedurally generated world presents significant challenges that the team openly acknowledges. They won’t release the game until they’re satisfied with the balance, which could extend development time significantly given how many interconnected systems need tuning.

Trading, Resource Management, and Company Focus

Beyond combat, Pathbreakers emphasizes the business side of running a mercenary company. You can work as caravan guards, take on smuggling contracts, map uncharted dungeons, or pursue high-risk monster hunts depending on what opportunities arise and what your company specializes in. Money, supplies, and injuries carry forward between missions, making risk management crucial. Taking a lucrative but dangerous contract when your best healer is still recovering could pay off huge or cost you half your veteran fighters.

The trading system lets you become an armed merchant, buying low and selling high while using your mercenaries to protect valuable cargo. This economic layer adds another strategic dimension where sometimes the smart play is avoiding combat entirely to deliver goods safely rather than risking encounters that could destroy expensive inventory. These swings between success and disaster shape the emerging story of your company more than any fixed cutscene ever could.

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Full Mod Support and Level Editor

Following Fell Seal’s strong modding community, Pathbreakers will ship with full mod support and a level editor. Steam Workshop integration and human-readable data files will let modders get started quickly, tweaking or replacing maps, classes, spells, items, and more. This commitment to moddability could significantly extend the game’s lifespan, as talented community creators develop new content, balance overhauls, and total conversions that keep the player base engaged long after launch.

The decision to support modding from day one demonstrates 6 Eyes Studio’s understanding of their audience. Tactical RPG fans tend to be systems-focused players who enjoy optimization, theorycrafting, and experimentation. Giving those players tools to modify and expand the game transforms them from consumers into co-creators who develop emotional investment in the project beyond simply playing through campaigns.

Development Timeline and Current Status

In a November 2024 interview, Pierre Leclerc revealed the game was roughly 60-70 percent complete in terms of getting everything working. However, he emphasized that estimate doesn’t factor in a heavy balancing pass, which they won’t skip. The team refuses to release Pathbreakers until they’re fully satisfied with balance, and given the game’s complexity, that polishing phase could take considerable time. The planned 2026 release window suggests they’re giving themselves adequate runway for iteration and testing.

One interesting challenge the team faced was completely unrelated to game development. Pierre and his wife Christina, who co-founded 6 Eyes Studio together, had their first child right at the start of Pathbreakers’ development cycle. Pierre admitted they weren’t quite prepared for how much their energetic little boy would impact development time, though they wouldn’t change it for the world. This personal detail humanizes the indie development process in ways that AAA studios with hundreds of employees and corporate structures never experience.

Why This Matters for Tactical RPG Fans

Fell Seal Arbiter’s Mark launched in 2019 as one of the best modern attempts to capture Final Fantasy Tactics’ magic. The game sold well enough to sustain 6 Eyes Studio for six years and fund their next project, proving there’s real demand for thoughtful tactical RPGs from small teams. Pathbreakers represents the studio’s attempt to broaden their audience and establish themselves as versatile developers rather than one-trick ponies who only make FFT-style games.

The shift to procedurally generated sandbox gameplay could attract Battle Brothers fans, Mount and Blade enthusiasts, and players who prefer emergent storytelling over linear narratives. At the same time, the fantasy setting and class-based progression should retain much of Fell Seal’s existing audience who might have bounced off Battle Brothers’ harsh realism and presentation. If 6 Eyes Studio successfully bridges these audiences, Pathbreakers could become the definitive fantasy mercenary sandbox that the genre has been waiting for.

Frequently Asked Questions

What is Pathbreakers Roaming Blades?

Pathbreakers Roaming Blades is a turn-based tactical RPG developed by 6 Eyes Studio, creators of Fell Seal Arbiter’s Mark. The game features procedurally generated open-world sandbox gameplay where you lead a mercenary company through the Stormtossed Isle, combining tactical combat with trading, exploration, and resource management.

When does Pathbreakers Roaming Blades release?

Pathbreakers Roaming Blades is planned for a 2026 release on PC via Steam. The developers are currently 60-70 percent complete with implementation but won’t release until they’re satisfied with game balance, which could extend the timeline depending on testing feedback.

Who is developing Pathbreakers Roaming Blades?

6 Eyes Studio, founded by Pierre and Christina Leclerc, is developing Pathbreakers. The team previously created Fell Seal Arbiter’s Mark in 2019. Publisher Hooded Horse, known for strategy games like Manor Lords and Against the Storm, is handling publishing duties.

How is Pathbreakers different from Fell Seal?

While Fell Seal featured a linear narrative campaign with fixed story characters, Pathbreakers uses procedurally generated worlds with emergent storytelling. You manage a mercenary company with generic recruits rather than named heroes, and gameplay emphasizes sandbox freedom, trading, and resource management alongside tactical combat.

Is Pathbreakers like Battle Brothers?

Yes, Pathbreakers draws heavy inspiration from Battle Brothers’ mercenary management and sandbox structure. The key difference is Pathbreakers embraces vibrant medieval fantasy with monsters and magic rather than Battle Brothers’ gritty historical realism, opening up more mechanical variety for classes and encounters.

How many classes are in Pathbreakers?

Pathbreakers features eight base classes, each with two advanced specialization options, creating 16 total class choices. The system provides build variety so different campaigns can approach combat with completely different team compositions and strategies.

Does Pathbreakers have permadeath?

While not explicitly confirmed, the Battle Brothers-inspired structure and emphasis on resource management and risk suggest permadeath or similar permanent consequences for losing mercenaries. Multiple difficulty settings like Fell Seal will likely let players adjust how punishing character death becomes.

Will Pathbreakers support mods?

Yes, Pathbreakers will launch with full mod support including a level editor, Steam Workshop integration, and human-readable data files. Players will be able to modify or replace maps, classes, spells, items, and create total conversions of the base game.

Conclusion

Pathbreakers Roaming Blades represents a bold creative pivot for 6 Eyes Studio that could pay off huge if executed well. Rather than making Fell Seal 2 and capitalizing on their existing audience with a safe sequel, they’re tackling the significantly more complex challenge of building a procedurally generated sandbox with emergent storytelling and interconnected systems that need meticulous balancing. The Battle Brothers comparison is inevitable and appropriate, but the fantasy setting and class-based progression could help Pathbreakers carve out its own identity rather than being dismissed as a simple clone. With Hooded Horse’s publishing support and a planned 2026 release that gives adequate time for polish, this could become the definitive fantasy mercenary simulator that tactical RPG fans have been waiting for. The commitment to mod support should ensure longevity even if the base game has rough edges at launch. Whether 6 Eyes Studio can successfully balance dozens of interconnected systems in a procedurally generated world remains to be seen, but their transparency about development challenges and refusal to ship until balance feels right inspires confidence that they understand what they’re attempting. For Fell Seal fans worried about the studio abandoning that style completely, Pierre Leclerc’s long-term vision of three rotating franchises suggests narrative-driven tactical RPGs will return eventually. For now, Pathbreakers offers something refreshingly different in a genre that too often plays it safe with established formulas.

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