Systems & Mechanics
Every system designed for presence. Every ability felt in your hands.
Combat Classes
Four distinct classes. Switch mid-play. Each brings unique spells, weapons, movement mechanics, and combat philosophy.
Physical dominance. Heavy weapons, defensive abilities, sustained combat. Sentinel, Shield Charge, Blood Bath.
Speed and shadows. Stealth mechanics, high burst damage, Meld speed bonuses in darkness.
Elemental devastation. Spell casting, projectile management, area control. Hemorrhage, Cecilia's Elegy.
Earth as weapon. Terrain manipulation, gravity attacks, environmental hazards turned to your advantage.
Core Mechanics
Time your parry within a 0.4s window on enemy attack windups. Successful parry stuns the enemy for 2 seconds, removes their block, and opens a 1.5× damage counter window.
In Development
60% physical damage reduction for 12 seconds. 20-second cooldown. VFX stops at 2 seconds. Your defensive anchor.
Ready for Testing
Movement speed increases 30% when in shadow. Passive — activates automatically via BP_ShadowZone volumes. Priority: Sprint > Meld > Normal.
In Development
Real-time limb severance system. Player left-hand dismemberment implemented. Full enemy dismemberment in development.
Ready for Testing
Physical projectile launch using motion controller velocity. Physics corrected (bAddToCurrent = false). Wonky behavior resolved.
Ready for Testing
Teleport movement. VROrigin SetWorldLocation implementation — camera and capsule move together correctly.
Ready for Testing
Attach to BP_FlyingMount via MountSeat socket. Left stick lateral, right stick pitch. Full 3D flight, GravityScale=0 while mounted.
In Development
Heals 2% of maximum health on each enemy hit. Lifesteal implementation pending insertion into Utility_BP DamageManager.
In Development
Spells & Abilities
A full spell tree system spanning multiple elemental disciplines. Each class has a branching ability chain.
Sentinel
60% physical defence reduction, 12s duration
Blood Bath
2% max HP lifesteal per hit
Cecilia's Elegy
Rain storm + 4% HP regen over 9 seconds
Hemorrhage
Bleed damage over time on hit
War Path
Combat movement ability — charge forward
Soul Sucker
Ciel's pact ability — last resort drain
Shield Charge
Charge with shield — hit detection active
Reflect
Return incoming projectiles to sender
Parry
0.4s window, 2s stun, 1.5× counter damage