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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

MechanicUnlockDescription
Basic attacks/abilitiesFrom the startStandard turn-based actions
DodgeSanctuary of CurrentsEvade an incoming attack with correct timing
ParrySanctuary of ResonanceBlock an attack at precise timing — reduces damage to zero, may counter
CounterSanctuary of ResonanceFollow 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).