How many Story campaigns are in Brigandine Abyss?
Six — Gran Dragnica, Scarlet Will, Mysteine, Purifanoe, Samura Village, and Pandemyuon. Each has a unique protagonist Leader.
Brigandine Abyss Story Mode: six campaigns versus Neo Abyssloa, event battles that can Game Over, and how to rotate 20 save slots without losing tempo.
Story Mode campaign footage (Gran Dragnica).
~7 min read
This Brigandine Abyss story mode guide explains the six nation campaigns in Brigandine Abyss — the hex-grid war strategy RPG from Adglobe, published by NIS America (Steam AppID 3211430). Story Mode is the scripted path: pick one protagonist nation, survive Organization and Attack seasons, and push back Neo Abyssloa while handling event battles that can Game Over on failure. Marketing cites 200+ hours across Story plus Mission; a single campaign commonly runs high teens to ~30 hours on player reports — confirm on your difficulty. Full release August 26, 2026 (PC) · August 27, 2026 (consoles) · verified August 27, 2026. Buy on Steam.
| Fact | Detail |
|---|---|
| Platform | Steam · PS5 · Xbox Series · Switch 2 |
| Genre | Fantasy war strategy RPG · hex TBS |
| Story campaigns | 6 |
| Protagonist nations | Gran Dragnica · Scarlet Will · Mysteine · Purifanoe · Samura Village · Pandemyuon |
| Save slots | 20 |
| Story ↔ Mission | Switchable on the same profile — separate progress per save |
| Event battles | Can Game Over; global unit pool |
| Antagonist | Neo Abyssloa Empire · Chaossolus |
| Developer / publisher | Adglobe / NIS America |
| Verified | August 27, 2026 |
Brigandine Abyss story mode is six independent wars on the continent of Meltitea. You never need prior Brigandine games — Abyss is a new setting — but you do need the series rhythm: every season opens with an Organization Phase (manage Leaders, send quests, shop, upgrade strongholds, recruit monsters) and continues into an Attack Phase where you may invade neighboring hexes with up to three Leader squads.
Each squad is one Leader plus up to five monsters, bounded by Command Points. Kill the enemy Leader and that entire squad retreats — the same rule Mission Mode uses, but Story adds chapters, cutscenes, and event battles you cannot ignore. Official copy says Story and Mission campaigns do not require a fixed order; you can run multiple saves in parallel once you understand the UI.

Mission nations chase a Mission Objective (unify, collect, repay debt, defend, etc.). Story nations chase a scripted arc against Neo Abyssloa. Previews note some Story neighbors cannot be invaded until the script fires an event — you are pacing the writer’s beats, not only your economy.
Faction themes and protagonist names: factions. Victory-condition sandbox: mission mode.
All six routes oppose the empire but start from different ethics — dragon coexistence (Gran Dragnica / Largo), mercenary justice (Scarlet Will / Garnet), queendom knights (Mysteine / Zeilzarde), faerie sanctuary (Purifanoe / Alysbelle), warrior-clan investigation (Samura Village / Saya), and chimera rebellion (Pandemyuon / TYPE-F). Per-route chapter count and ending branches are TBA on this wiki until cleared saves are documented.
There is no hidden “canonical” order. Pick the fantasy you will finish — stall halfway and the Brigandine Abyss story mode backlog wins. The table below maps official themes to practical first-campaign advice from previews and launch-week reviews (not a power tier list; exact enemy scaling TBA per difficulty).
| Nation | Lead | Tone | Good first pick if… | Watch out for… |
|---|---|---|---|---|
| Gran Dragnica | Largo | Dragons / Dragon Tamers | You want dragons and a clear “save the hatchlings” arc | Mid-game recruitment spikes — plan Command Points early |
| Scarlet Will | Garnet | Mercenaries / Unicorns | You like mercenary drama and unicorn cavalry | Emotional story beats — Chaossolus tie-in early |
| Mysteine | Zeilzarde | Queendom knights | You want knights and Lunadea lore connections | Heavy armor pacing can feel slow before Class Change |
| Purifanoe | Alysbelle | Faeries / Greatwood | You enjoy exploration and faerie time tricks | Greatwood time dilation confuses Organization timing |
| Samura Village | Saya | Warrior tribe | You prefer eastern martial fantasy and mystery | Island geography limits early invasion angles |
| Pandemyuon | TYPE-F | Chimeraization | You want sci-fi chimera ethics after learning the loop | Darkest tone — save for second or third campaign |
The Steam demo reportedly covered early chapters for selected factions and does not carry saves into the full game. Use it to test UI literacy, not to bank progress. If demo nations differ from your purchase intent, restart on a fresh slot in the retail build.
Event battles are the sharpest difference in Brigandine Abyss story mode. Hands-on previews state that when a Story beat triggers, you fight a mandatory engagement — failure can Game Over the entire campaign save, unlike a lost optional invasion where you retreat and rebuild. Another preview rule: you may call units from anywhere on the map, not only Leaders parked next door.
That global deploy rule rewards the Organization habit of keeping a bench ready: idle Leaders should still quest for XP and materials so they are not level 12 strangers when the script demands them three provinces away.

Optional invasions cost seasons and units but rarely delete the save. Events are choke points. Treat them like classic SRPG “main mission” squares: preview terrain on combat, pre-build Rally answers on rally, and verify Command Point totals after classes promotions.
Matched by build plan, shared topics, and guide progression — not random related links.
Brigandine Abyss ships 20 save slots. Each slot tracks one campaign instance — Story or Mission — with its own calendar, roster, and map state. Official materials emphasize you may switch between Story and Mission on the same profile; progress does not merge across modes.
Practical habit: dedicate slots 1–6 to one Story nation each once you commit, reserve higher slots for Mission experiments, and avoid overwriting a mid-campaign save because Organization debt is hard to reverse. Cloud sync depends on platform (Steam Cloud TBA per user reports); treat local copies as truth until verified.
| Question | Story Mode answer | Mission Mode answer |
|---|---|---|
| Slots available | 20 | 20 |
| Pick nation at start | One of six protagonists | One of 24 Mission nations |
| Game Over conditions | Includes failed event battles | Depends on win type — typically nation elimination |
| Switch mid-save | Stay in Story until credits or abandon slot | Stay in Mission until objective met or abandon slot |
| Parallel campaigns | Yes — multiple slots | Yes — multiple slots |
| Shared roster | No cross-import | No cross-import |
Story Mode punishes lazy Organization more than Mission because scripted spikes do not wait for you to finish grinding. Use the decision table as a pre-Attack checklist; numbers are qualitative — exact material names live on equipment (TBA full loot tables).
| Season signal | Spend Organization on | Skip this season |
|---|---|---|
| Upcoming story dialogue warns of imperial attack | Level bench Leaders via quests; buy revival stock | Cosmetic stronghold upgrades |
| Neighbor hex is weak but event flag is quiet | Standard invasion to fund merchants | Over-recruiting monsters you cannot deploy |
| Command Points tight after Class Change | Re-count squad; Rally plan for cramped maps | Promoting a fifth monster without cap room |
| Boss name dropped in cutscene | Restock elemental gear; check monsters affinities | Spreading three partial invasions |
| Post-event relief season | Stronghold upgrade matching your race bonus | Immediate multi-front wars before healing |
Reviews note higher difficulties mainly hide stat penalties (tougher enemies, worse hit rates) rather than smarter AI. If event battles double as gear checks, dropping difficulty for one scripted fight is a valid Story Mode tactic — shame beats Game Over.
Campaign chosen — execute the loop. Start with beginner guide if Organization still feels opaque. Nation flavor and Mission neighbors: factions. Hex combat priorities: combat. Leader bios and unique skills: characters. When you want a break from script, spin up mission mode on a fresh slot. QoL reminders: tips.
Six — Gran Dragnica, Scarlet Will, Mysteine, Purifanoe, Samura Village, and Pandemyuon. Each has a unique protagonist Leader.
No. Official copy says Story and Mission do not require a fixed sequence. Pick any protagonist nation.
Previews and reviews state Story event failures can Game Over the save. Optional invasions are less punishing.
Yes — event deployments can pull Leaders from anywhere you control, not only adjacent provinces.
Marketing bundles 200+ hours across all modes. Player estimates for a first Story run land around high teens to ~30 hours depending on difficulty and side content — confirm on your save.
Yes. Use separate save slots (20 available). Progress does not cross between modes.
Matched by build plan, shared topics, and guide progression — not random related links.