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PATCH NOTES v0.4: COMBAT REFORGED

Control Scheme & Defensive Flow
Re-mapped Control Layout: Streamlined input mappings across ground combat and spatial abilities for smoother combo execution.

Healing Redesign: Removed stationary channeled healing to eliminate combat pacing hitches. Passive health recovery is now fully integrated into defensive skill play.

Defensive Rewards: Executing Parries and Perfect Dodges now directly restores health and meter, rewarding aggressive, reactive play.

Combat Mechanics & Enemy AI
Off-Camera Aggression: Enemies will no longer initiate attacks while off-screen, eliminating blindside hits and improving crowd control management.

Stagger & Armor Rework: Removed universal hyper-armor on basic enemies.

Fodder Enemies: Stagger directly from Light attack strings.

Elite Enemies: Possess posture shields that require Heavy attacks, parries, or spatial disrupters to break before becoming juggleable.

Style Rank & In-Run Progression
Style Rank Scaling: Higher Style Ranks now actively boost your damage output and grant an EXP multiplier at the end of combat encounters.

Dynamic Sword Leveling: Weapon power now scales in real time during runs. Landing hits, parrying, and performing perfect dodges generate weapon affinity to level up your blade mid-run.

Camera & Targeting Overhaul
Soft & Hard Lock-On: Introduced a dual-targeting framework. Both options maintain free-camera control, with Hard Lock-On strictly tethering your target focus to a single enemy.

Dynamic Dynamic framing: Added situational camera zooms for high-impact moments, including successful parries, perfect dodges, and critical counters.

Build and release context

Steam update times within 24 hours of this post. Matching dates do not confirm which build it describes.

  • Build 25048858 · public branch

    Steam updated · First observed