Hello guys. I know that combat is being refined right now, but I figured I’d give my two cents on how I feel about it over all thus far.
Right now, combat feels mechanically solid but narratively constrained. There’s a disconnect between player intent (freeform, descriptive actions) and system resolution (structured combat outcomes).
I’d love to see a hybrid system where:
Players can describe actions in natural language (e.g., targeting limbs, using feints, positioning, etc.)
The system interprets that intent into structured mechanics (damage, status, positioning)
Outcomes are returned as cinematic narration grounded in those mechanics
The key addition would be persistent semantic state, not just HP/status effects. For example:
If an enemy’s leg is injured, that state persists
It affects behavior (limping, avoiding melee, reduced mobility)
It continues to influence the narrative outside of combat
Right now, injuries and tactical intent often collapse into generic damage, which loses a lot of immersion and player expression.
This would make combat feel less like selecting actions and more like collaborative storytelling with real consequences, while still preserving the underlying system integrity.
I appreciate all the hard work that is being put into this project, thank you.
Please authenticate to join the conversation.
In Review
💡 Feature Request
3 days ago

Noctilucent
Get notified by email when there are changes.
In Review
💡 Feature Request
3 days ago

Noctilucent
Get notified by email when there are changes.