Wiki · Systems
Combat
Combat is turn-based, but the rest of the game runs in real time. A fight starts when an enemy spots you, when you attack, or when you press Enter while exploring. In the last two cases you act first, and enemies who haven’t noticed you stay unaware, so you can set up a sneak attack.
Numbers on this page are draft values from the prototype and will change.
Action and movement points
| Pool | Amount | Used for |
|---|---|---|
| AP (action points) | 50 | Attacks, techniques, items, reloading, and movement |
| MP (movement points) | Depends on Agility | Movement only |
- You are not locked to tiles. You walk straight to any point you fit, at any angle, and paths bend only around obstacles.
- Moving costs 10 points per tile of distance. MP is spent first, then AP.
- Up to 10 unused AP carry over into your next turn. MP never carries over.
- One combat round is six seconds of game time.
Reach and range
- Melee weapons have a reach: a knife reaches 0.5 tiles, a sword or pipe 1, a polearm 2.
- Ranged weapons have an optimal range and a maximum range. You lose accuracy for every tile beyond the optimal range.
- Firearms use magazines and need reloading. Energy weapons use a charge, and you swap in a power cell to refill them.
- You carry three weapon sets and can switch between them in a fight.
Hitting
There is no single health bar. Hits land on a body part (head, torso, arms or legs), and what gets hurt changes what you can do.
- Melee attacks test your Martial skill against the target’s Dodge.
- Ranged attacks test Firearms, Throwing or Tech Weapons against the target’s Evasion.
- Force moves test your Force skill against Dodge or Evasion, or Willpower for mental attacks.
- Cover, range, height, lighting and status effects all modify the odds.
Last checked 2026-10-18 · work in progress