Systems & Mechanics

Built for Virtual Reality

Every system designed for presence. Every ability felt in your hands.

Choose Your Path

Four distinct classes. Switch mid-play. Each brings unique spells, weapons, movement mechanics, and combat philosophy.

Warrior

Physical dominance. Heavy weapons, defensive abilities, sustained combat. Sentinel, Shield Charge, Blood Bath.

TankPhysical
🗡

Assassin

Speed and shadows. Stealth mechanics, high burst damage, Meld speed bonuses in darkness.

SpeedShadow

Mage

Elemental devastation. Spell casting, projectile management, area control. Hemorrhage, Cecilia's Elegy.

MagicElemental
🌍

Geomancer

Earth as weapon. Terrain manipulation, gravity attacks, environmental hazards turned to your advantage.

EarthControl

How the Combat Works

Parry System

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

🛡

Sentinel

60% physical damage reduction for 12 seconds. 20-second cooldown. VFX stops at 2 seconds. Your defensive anchor.

Ready for Testing

🌑

Meld

Movement speed increases 30% when in shadow. Passive — activates automatically via BP_ShadowZone volumes. Priority: Sprint > Meld > Normal.

In Development

Dismemberment

Real-time limb severance system. Player left-hand dismemberment implemented. Full enemy dismemberment in development.

Ready for Testing

🗡

Weapon Throw

Physical projectile launch using motion controller velocity. Physics corrected (bAddToCurrent = false). Wonky behavior resolved.

Ready for Testing

💫

Blink

Teleport movement. VROrigin SetWorldLocation implementation — camera and capsule move together correctly.

Ready for Testing

🐉

Flying Mount

Attach to BP_FlyingMount via MountSeat socket. Left stick lateral, right stick pitch. Full 3D flight, GravityScale=0 while mounted.

In Development

🩸

Blood Bath

Heals 2% of maximum health on each enemy hit. Lifesteal implementation pending insertion into Utility_BP DamageManager.

In Development

The Arcane Compendium

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