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.
Death as discipline. Raise lesser undead, drain enemies of vitality, command the freshly fallen on the battlefield.
Healing, wards, and consecrated strikes. Sustains allies through the longest fights — turns demons to ash on contact.
Bare-handed combat refined to art. Stance work, chained strikes, no weapon required — fastest movement in the roster.
Forge-magic and machine binding. Deploys constructs, hacks ancient automatons, channels current through gauntlets.
Tears in space and time. Short-range teleports, portal traps, and timing rewinds for surgical reposition.
Pact-bound spellcaster. Trades vitality and oaths for power no other class can call. Curses, hexes, and blood pacts.
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 the eleven elemental disciplines. Select an element to open its compendium entry — each tree branches into specialized spell chains, with rank progressions earned through study and practice.