Image via Regal Pigeon Games
We’ve seen other developers inspired by the sort of strategic, active combat systems Capcom used in Mega Man Battle Network, such as with One Step from Eden, and Regal Pigeon Games’ Chivalware is the next to try it. Yes, we’re moving around a grid and fighting in real-time again, only this time there’s a match-three type of element and a roguelike twist. After getting to test it out a bit ahead of the reveal and demo debut during The MIX Summer Game Showcase 2026, it feels like there could be something to this take on the concept.
In Chivalware, we see a Disk Knight set off into a fallen, technical world. The King, once ruler of the lands, is now a threat and sends enemies against people who should be under his protection. As one of the Disk Knights, you possess the power to fight back using the weapons and items available to you. This means going through biomes and bosses leading up to his highness. (Though, I mean, I didn’t get to that point during my time with the build I could try.)
While I did mention Mega Man Battle Network and One Step from Eden earlier, Chivalware most resembles both in terms of its battlefield presentation and active combat. As a Disk Knight, we have a four-by-four grid on our side of the field. Likewise, so do the opposing forces. We must move around the field to chain matching tiles that are tied to weapons (Disks) together, then act to eliminate them when three or more are alongside one another. This builds up energy and allows us to act with that action.
The best non-spoiler example is one that comes up during the tutorial, which is a Pistol. This deals piercing ranged damage at the cost of three energy. So if I make a few chains in a row with only Pistol Disk tiles, then move over to an enemy, I can attack as long as I have enough energy to use that weapon. (The tutorial also introduces a blue sword and pink axe.) We also need to be aware of things like color shields, which force us to attack with specific color weapons to break them and deal damage. I will say that because of the frequency with which tiles came up during the build I played, I felt rather prepared for any sort of enemy situation. It isn’t difficult to build up energy for attacks, and I never needed to do too much matching to get the Disks I wanted. Also, the fact that there’s only some minor energy loss as the “cost” of a failed match makes it an easy burden to bear.




Since this is a roguelike, I did see some of those types of elements present in the Chivalware build I played. For example, there are chips that act as items that offer certain perks and buffs. Again, the non-spoiler tutorial one healed me whenever I equipped a new Disk (weapon). Which, if you’re swapping a bit to deal with different color shields, can come in handy. It also means the full game will feature different biomes to journey through and an option of bosses when getting through spots, rather than the same experience each run. As the story seems to hint something isn’t right and there are errors in the world, I also wonder if that will mean new explanations and story-based elements each run as well.
There’s still some time before Chivalware launches, but I do appreciate its Battle Network and One Step from Eden approach to combat. The fact it relies on matching ties for attacks, rather than a deck of cards or abilities, works rather well. Especially since it’s pretty easy to make matches for energy and to keep doing so until the Disk weapon I need comes up. The initial biome and sample I got to experience seems promising.
Chivalware will come to PCs in Autumn 2026, and a demo is available now via Steam.