Enemy Model Replacement
Enemy Model Replacement

Developer posts and news about this game.

Enemy Model Replacement

Grasp‑holding logic, ragdoll system, and damage detection have all been replaced. These three are large‑scale, system‑overhauling changes that took three months to implement, yet they have brought noticeable improvements to feel and made combat more engaging. While the core logic

Added Laser Eyes skill as a tribute to Homelander (too bad the show went downhill). When unarmed, place hand at temple and press the trigger. Added multiple handling methods for situations where an enemy is grabbed repeatedly. Open one hand and hold it above the headset in a look

New weapon: Transformable Staff. Revised the feel of two-handed grip. Weapons in weapon slots can now be replaced. Added a prompt for changing weapons in slots. Adjusted enemy spawn positions to prevent situations where players cannot reach them. Added a skill for shields. Added

Adjusted the piercing feel, allowing players to grab enemies and use them as weapons.

Fixed katana bug

Updated soldier logic: different combat modules are now used based on equipped weapons. Added modules for long spear, javelin, one-handed sword, sword and shield, boxing, and unarmed combat. Optimized the performance of NPC combat logic. Removed hit stun animations and replaced t

We’ve added squad battles, where you can use military flags to command allied units. You can now freely adjust the positions of weapons equipped on your character. We’ve tried various optimization methods and achieved some performance improvements; the system can now handle rough

Added archer enemies and a new level where players can battle against archers. Revised the NPC pathfinding logic and added a weapon switching system for NPCs. Adjusted the force application logic for two-handed weapons. Performance will be optimized in the next version. Currently

Added the tachi and tachi skills. The sheathing logic turned out to be far more complex than I expected, and it took a lot of time. Adjusted enemy equipment to fit the character models better, with more accurate physics collisions. Enemy equipment will now break after taking a ce

Fix Weapon Damage Bug

This version adds several polearms – feel free to try them out and see how they feel. The enemy's equipment and defense logic have also been adjusted. The next update will introduce armor destruction: heavy weapons will be much more effective at breaking enemy armor.

After countless trials and tests, I’ve finally settled on the current method, which balances the behavior of the physics engine while keeping player input delay at a reasonable level. The Strength stat now plays a much bigger role. Even though it no longer increases attack power

Enhanced the skill system and added active skills . Added the Skill Shop , which is currently the primary method for obtaining skills. Added the first batch of skills, including War Cry , Heavy Strike , Knockback and more. Ranged weapons will be added in the next version.

I originally thought I could choose Early Access (EA) when launching after the review process—but turns out EA has to be selected before review. Once approved, switching to EA isn’t allowed, so the game ended up launching as a full release by accident. That said, the game is stil

We’ve just kicked off the Early Access phase, and the current content is identical to the Demo version. New features will be added soon.Your support means a lot to us! We sincerely apologize for the mix-up! I originally thought that once the Early Access version was ready, everyo

Here’s the natural, game-dev-focused translation (concise yet vivid, matching the update tone): After a month of regular development, I’ve finally completed the game’s core gameplay! My vision is to let players battle diverse enemies across various scenarios—and the solution I la