Triara started as a tribute to My Brute: teams that fight on their own while you watch. Over the months it grew towards an RPG, with a dungeon, expeditions, faction war, chests, crafting and combat you could direct by hand. Each system made sense on its own, but together they pulled in different directions. And one thing never changed: combat always resolved itself. The real game happened before the fight.
So I have taken that idea all the way. Triara is now a team manager game. You do not fight: you sign champions, set the line-up and watch your team compete against the neighbours in your league.
The pillars
- Your league is a village. Up to a hundred teams you see around the map, all playing the same league and meeting in the cup.
- The league is the daily routine. A match every evening against a rival you know since the day before.
- Building a good team takes effort. Champions are scarce and each one has an owner. To get a good one you have to buy it from someone else or grow it yourself.
- Combat resolves itself. That is what lets matches happen at a fixed time even when nobody is online.
- The world is the wrapper. Maps, characters and quests are still there as a source of coins, experience and things to do.
A day in Triara
You log in and see your team in the village. In the arena, the league box tells you who you play this evening, how long is left and how your aras match up. If the match-up calls for it, you put another of your decks in play, play your friendlies, run a couple of errands around the map and maybe place a bet at the tavern. At 18:00 UTC the round is played and you get the result along with tomorrow’s rival. At weekends there is also the cup.
Your team
Your team name is now your identity, and it is unique on your server. You start with six Rookie champions, two per role, one of them the captain. Three play, one per lane (tank, fighter and shooter), and the rest wait on a bench that also trains. Line-ups are saved as decks: you have two and can change the one in play once per round. Every champion has its own name, goes from level 1 to 10 with experience, and shows its value, wage and release clause.
What is gone
A change like this means removing things, and some older posts on this blog describe systems that no longer exist:
- Action points. There is no bar to refill any more: you get three friendlies a day and the rest of the world is free.
- Factions and faction war. Any champion can play for any team.
- Ranks and ELO. The only ladder is the league: Bronze, Silver, Gold and Platinum.
- Dungeon and expeditions. The expedition puzzles live on as trials inside quests.
- Chests, keys and crafting. The forge sells gear and the Witch’s Hut sells potions.
- Manual combat and per-champion orders. Every fight is automatic and active skills trigger on their own. Tactics live in the line-up, its aras and the deck you put in play.
- Pet training. Pets level up with their champion’s experience.
What is new, post by post
- The daily league and weekly cup, with promotion, relegation and prizes.
- Signings: champions available every Monday, the market, release clauses, wages and development.
- The aras and decks: Sun, Moon and Tide, the tactical layer before every match.
- The world of maps, with its characters, quests and the wild pet of the day.
- The Order of the Crown and private servers, two optional subscriptions.
And if you want to get practical straight away, the champion guide explains what to look for before signing.
A new home
Triara now lives on its own domain, triara.io. Old links redirect automatically, and you can start without an account, as a guest, and save your progress later.
It is the biggest change the game has ever had. If it has been a while, this is a good moment to create a team and see how far up the leagues it goes.
