Combat
Philosophy
Combat is turn-based hybrid with timing mechanics, inspired by Clair Obscur: Expedition 33. It is not purely passive — players must react in real time during the opponent's turns.
Timing mechanics are unlocked progressively via Sanctuaries, so new players experience familiar turn-based gameplay first before the system deepens.
Structure
- Turn-based with real-time timing windows
- Team of up to 4 Faerals; active fighter switches via hotswap
- 4 active abilities per Faeral (cannot be changed mid-battle)
- Environmental effects influence combat (weather, biome, temperature)
Timing mechanics
| Mechanic | Unlock | Description |
|---|---|---|
| Basic attacks/abilities | From the start | Standard turn-based actions |
| Dodge | Sanctuary of Currents | Evade an incoming attack with correct timing |
| Parry | Sanctuary of Resonance | Block an attack at precise timing — reduces damage to zero, may counter |
| Counter | Sanctuary of Resonance | Follow a successful parry with an immediate counterattack |
Environmental effects in combat
The combat environment is derived from the zone and current climate state:
- Temperature > 35°C → Ice/Water abilities weakened; Fire/Light strengthened
- Storms → Timing windows disrupted (harder to dodge/parry); Electric strengthened
- Volcanic biome → Periodic surtension events in arena
- Twilight Forest → Fog reduces visibility of certain ability effects
- Boss fights: the Sanctuary's anomaly directly affects the arena
Status effects
TBD during balance phase. General categories:
- Elemental burns/freezes/shocks (damage over time)
- Movement impairment (slow, root)
- Stat modifiers (attack up/down, speed up/down)
- Behaviour changes (confusion, aggression)
Boss fights
Each Sanctuary boss combines:
- An Unchained administrator (trainer/strategist)
- An augmented Faeral (strengthened by the drug)
- Environmental effects from the Sanctuary's anomaly
The augmented Faeral may have abilities outside its normal species range and will behave less predictably than wild encounters.
MVP combat scope
For Phase 1 MVP, implement:
- Standard turn-based actions only (no timing mechanics yet)
- Basic type matchup system
- 4-ability system with capacity library
- Team hotswap during battle
Timing mechanics (dodge/parry/counter) arrive with Sanctuary of Currents (Phase 2).