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Sequence Palladium is a 1998 turn-based strategy RPG where players command mechs called Wizards by pairing knights with elemental spirits called para-sweets. Each mech’s performance depends on the bond between its pilot and spirit, requiring careful relationship management alongside tactical combat. Battles unfold on grid-based maps with all units moving in a single phase before switching to the enemy’s turn. The story follows refugees rebuilding society after a divine catastrophe, only to face another apocalyptic threat. The game’s focus on unit customization and relationship mechanics sets it apart from typical grid-based tactics. Its three-act structure blends narrative segments with scenario-based battles, creating a rhythm that mixes planning and execution. Though largely forgotten outside niche circles, its blend of resource management and turn-based combat has earned retro strategy fans a quiet reputation for depth. Released over 25 years ago, it remains a curiosity for those digging into early mecha strategy design.
Humanity in the world of Banishion has twice found itself on the wrong end of the "Holy Hammer War," the divine punishment that awaits any race that threatens to grow powerful enough to deal lasting damage to the natural world. The protagonists of Sequence Palladium 1 the knights of Fernran are refugees from the continent of Riogende, which was destroyed by the second Holy Hammer War targeting humanity. On their new home the continent of Dictoria, they seek to form an ideal society living in peace with nature. However, the Hammer of the Gods falls once again, this time on their new home continent of Dictoria. The knights of Fernran, with no other choice but to fight for their desired utopia, once again march to war.
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