The Demon Rush: Legends Corrupt releases today on Steam!
The Demon Rush: Legends Corrupt releases today on Steam! Broadcast footage in the Community Hub will show off the nine main characters and five main gameplay modes in action:
Game Modes
Story Mode - Play as an ensemble cast across worlds. Focuses mainly on characters and story, as well as aiming to have story events/cutscenes appear frequently.
Endless Dungeon Mode - Pick a team of any three playable characters and fight through procedurally generated dungeons. Allows the player to have whatever team they want while having the same customization options for abilities/weapons as Story Mode.
Onslaught Mode - Solo play with a single character against endless enemies in one battle. Emphasis is on fast-paced action, with Legend Difficulty adding cars as environmental hazards.
Conquest Mode - Recruit monsters/soldiers to help your chosen character/commander take over a procedurally generated world map. Makes use of light strategy elements, where the player can level up monsters/soldiers, take them into combat with the player, guard territory or go out on missions to secure more funds.
Heist Mode - All nine playable characters split into three teams of 3 -- Ground Team, Recon Team and Getaway Team -- and attempt to heist an Artifact from the enemy building and escape to the goal. Contains some light strategy and some light stealth elements -- though the player can optionally go for a loud and direct assault on the enemy if preferred.
Playable Characters
Playable characters have preset abilities for Onslaught/Conquest/Heist and can be customized in various ways for various builds in Story Mode and Endless Dungeon. Preset abilities aim to follow the character themes below as best as possible, though Story/Endless Dungeon's customization allows for variations of these themes (and sometimes even branching off completely). Summaries below try to focus on both presets and customization results in their descriptions.
Cherry - Focused on defense, has many invincible abilities along with knockback and area control (in the form of tornados and anti-movement auras). Can also primarily learn attack debuffs, healing/revive and various tanking abilities to protect her team. Weapon type is Sword, Elemental theme is Wind.
Knight - Very offense-oriented in a high-risk/high-reward way. Can primarily learn a very large variety of status ailments (which bosses are NOT immune to as a rule) with risky self-buffs and high-damage/large-area abilities. Weapon type is Scythe, Elemental theme is Ice.
Alberto - Primarily focused on healing and stunning abilities, he can keep his party alive when they are hurt and can use Stun abilities to prevent enemies from being able to hurt them otherwise. Can start out with a teleport-style counterattack with no cooldown. Weapon type is Fists/Claws, Elemental theme is Thunder/Lightning.
Tara - Focused on big attacks and instant death (Story/Endless Dungeon only), she has a kit that focuses less on teamwork and more towards crippling the enemy in various ways, as well as doing big damage using self-buffs with the possibility of one-shotting enemies with the right setup. Weapon type is Axe, Elemental theme is Earth.
Pound - Focused on slow setup of very large area and very high damage abilities and combinations, such as growing Death Forests across the battlefield. Also has many niche abilities for team support, including large defensive barriers, sacrificial abilities and attack buffs. Weapon type is Dual Broadswords, Elemental theme is Nature.
Cook - Focus on high stats and the fundamentals of fighting (including fighting with both a melee and a ranged attack simultaneously), he deals high damage and can take a lot of hits. Can also learn to act as a provoke tank and can learn to spread fire across the battlefield -- including boosting all fire damage the more flames are present. Weapon type is Boomerang, Elemental theme is Fire.
Claire - Focused on high speed, low cooldowns, precision and powerful defense debuffs, she enables herself and her team to deal large damage to enemies while also leaving them prone and unable to fight back due to knockdown. Can learn to take a more hands-off approach with powerful and long-lasting poison applied through throwing knives and other abilities. Weapon type is Knife, Elemental theme is Water.
Jimmy - Primarily focused on defensive support, he can boost his team's defenses, heal them, put up defensive barriers frequently and even restore their cooldowns at the cost of his own low cooldowns. While normally defensive, he can also frequently interrupt the enemy with constant staggers and can deal solid area damage often with explosive abilities. Weapon type is Katar, Elemental theme is Explosions.
Brooks - Primarily focused on distance fighting to the point that he has a hitscan ranged attack in place of melee attacks, he has strong focus on knockback abilities and locking down enemy movement. Can learn to reposition allies and enemies, to heal/buff allies, and contradictorily learn to fight up close with MASSIVE knockback damage. Weapon type is Artillery, Elemental theme is Gravity.
