Getting Started

How to Play BRIGANDINE ABYSS

Seasons, squads, Rally, and the rules that decide a war on Meltitea.

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How to Play BRIGANDINE ABYSS

BRIGANDINE ABYSS is a single-player tactical strategy RPG set on Meltitea. Adglobe developed it; Happinet and NIS America publish it. You are not joining a lobby. You pick a nation, spend seasons, and fight hex battles until a campaign or a Mission objective ends. The Standard game costs $49.99. Steam launched August 26, 2026; Switch 2, PlayStation 5, and Xbox Series X|S launched August 27, 2026.

The armor that names the game, the Brigandine, was forged by the sorcerer Lunadea and once stopped the Abyssloa Empire. Two hundred years later the Kingdom of Solginat is the superpower. Advisor Chaossolus kills the king, steals the Brigandine, and declares the Abyssloa Empire reborn. Story Mode is six campaigns against that return. Mission Mode is twenty-four nations with their own finish lines. This page is the loop those modes share. For SKUs and the demo, use Editions and Release. For Story versus Mission, use Game Modes.

Choose a campaign before you touch a hex

Story Mode opens six nations. Gran Dragnica is led by Largo and is known for dragon tamers. Scarlet Will is led by Garnet and fields unicorn mercenaries. Mysteine, also called the Queendom, is led by Zeilzarde and carries Lunadea’s will. Purifanoe is led by Alicebelle (some materials romanize the name Alysbelle) and fights with fairies. The Samura Clan is led by Saya. Pandemyuon is led by TYPE-F and uses chimeras.

Gran Dragnica and Scarlet Will are the campaigns the demo samples, which makes them the usual first full-game runs as well. Read the Story campaigns and faction overview before you lock in. Mission Mode is a different bet: all 24 nations are available from the start, each with a unique win condition. Do not assume you must paint the map. Mission Mode explains why conquest, debt, money, monster collection, class limits, or a short season cap can be the real target.

Seasons are the world-map turn

A season is one world-map turn. Inside it the game uses three named phases. Organization is the camp work. Attack is the order to invade a neighbor. Invasion is the hex battle that follows. Some coverage groups Attack and Invasion as one combat block. The names still matter: you can recruit and shop without marching, and you can declare an attack without yet placing a monster on a hex.

Difficulty is Easy, Normal, or Hard. Normal is already demanding. There is no extra hidden tier in the shipped options list. If the map feels brutal on Normal, that is the intended pitch, not a missing Casual slider.

Organization: spend the season at home

Organization is where most new campaigns are won or lost. You recruit. You send leaders on quests. You train. You buy gear at Niffrom’s Market. You upgrade the base. A leader on a quest cannot fight that season. If you empty the garrison for a side job, a neighbor can punish the empty castle. Leave someone home.

Quests are how you get the class-change item that non-leader units need at level 20. They are not flavor text. See quests and training and base building once this page has the phase order in your head. Niffrom’s Market is the confirmed shop during Organization. PC version 1.01 also lets you buy equipment from the change-equipment screen; that is an interface change, not a second economy. Controls lists that PC option set without inventing keybinds.

Attack, then Invasion

Attack is the world-map decision to invade a neighboring nation. In Story Mode some rivals cannot be attacked until a story event unlocks them. Charging every border every season is not always legal. Event battles can use any of your units regardless of where those units sit on the map, which is different from a standard Invasion that cares about who you actually marched.

Invasion is hex-grid combat with vertical terrain. Height is not decoration. You bring up to three leader squads. Each leader spends Command Points to field up to five monsters. If the leader falls, the squad retreats. Mercenaries who lose are gone forever; do not treat them like regenerating garrison troops. Practical positioning notes live on combat tips.

Rally, Dismiss, and Command Points

Command Points are the budget for the monsters in a squad. Rally absorbs a monster into the leader and grants that monster’s passive. Lizard Rally can grant two actions. That is a confirmed spike, not a rumor. Dismiss sends the monster back onto the field when you need a body on a hex more than you need the passive. Study the timing on the Rally guide after you have fought one Invasion.

Monster recruitment and fielding during Organization is covered under monster summoning. Class change is available at level 10. Level 20 needs a class-change item from quests, except for faction leaders. That exception is why campaign lords stay on a cleaner promotion path than hired swords. Details live on the class system page.

Demo hours versus a full war

The demo is the first two seasons of Gran Dragnica and Scarlet Will. Demo saves do not transfer. Use those two seasons to learn Organization, a first Attack, and one Invasion. Do not build a long-term army in the demo expecting a carry-over. When you want rankings instead of rules, use the tier list. For a buyer’s take, use the review. Patch notes sit on Updates. Broader strategy sits in the Guides hub.

FAQ

Frequently Asked Questions

Quick answers to common questions about BRIGANDINE ABYSS.

What are the three phases of a season in BRIGANDINE ABYSS?

Organization covers recruiting, quests, training, Niffrom's Market, and base upgrades. Attack is the order to invade a neighbor. Invasion is the hex battle. Some sources group Attack and Invasion together. Leaders on quests cannot fight that season.

How do squads, Rally, and Command Points work?

You may bring up to three leader squads. Each leader spends Command Points on up to five monsters. Rally absorbs a monster for its passive; Lizard Rally can grant two actions. Dismiss returns the monster to the hex. If the leader is defeated, the squad retreats.

When can units change class?

Class change is available at level 10. Reaching the level 20 change requires a class-change item from quests, except for faction leaders. Mercenaries who lose a battle are gone forever.

Can I attack every neighbor from the first season?

Not always. In Story Mode some rival nations cannot be attacked until story events unlock them. Event battles can use any of your units regardless of map location, unlike a normal Invasion that uses the squads you marched.