Nemesis Combat.gif
Laver Brawl.gif
August 18, 2026

Progress! Progress!

Hello everyone!

Just passing by quickly to share some of the progress we're making on animations and what the idea behind them is. We want to make each playable companion feel unique; if we simply reskinned Kalyskah, it would be very underwhelming. So we decided to make that each character will have a different standing animation when they aren't doing anything, and also a whole different style of combat when they are unarmed.

You already know that Kalyskah has her very noble way of using her claws, and we're playing with how we want to approach the other characters.

Nemesis will be playful, make a lot of poses and use her whole body as a weapon. I'm not 100% happy with the animations I've done yet but the gif below can show more or less the direction we're going for.

Laver, on the other hand, would focus more on being efficient. His combat style is supposed to be more straightforward and fast. I'm still working on it, but he'll also have some kicks on the heavy attacks

After I'm done animating Nemesis and Laver, I'll start animating Ilreth. She'll be somewhere in between Laver and Nemesis when it comes to style, but as the less durable character in the roster, I want to make her attacks look like she's cheating, delivering low blows and trying to step back to avoid being in harm's way.

Let us know what you think, and now is the best possible time for you to post ideas in the comments and perhaps also YouTube videos showing examples of how you think these things should look.

We're very excited because, if you think about it, the next patch will include 3 new completely different combat styles, and now characters will be able to use more than just their weapons, but their whole body to attack thanks to the new game's architecture and how we're handling collisions now!

Comments (4)

n
none placeholder · August 20, 2026

Please give nemesis some air time. Even slights change elevation might give her a more unique feeling. Also randomly suggesting grabbing and launching mechanics to move enemies around.

K
Kalyskah · August 20, 2026

For the first release we won't make air combar or combos because that would require more work on the AI and equivalent combos for everyone. But we will improve the combat as the development progresses and that has been something we are thinking on how to design around!

T
Trekie · August 18, 2026

I like it! Would it be possible to add a "capture" mechanic? Like after we defeat a NPC we could dominate them into submission and give them the option to either join the factions ranks or die.

K
Kalyskah · August 19, 2026

Sounds like something that would enter the skill tree for mind control. So when we write the spells we can think about how feasible it is to make enemies switch teams for a limited time. The groundwork is probably there already with the tag system we did