Systems & Mechanics

Built for Virtual Reality

Every system designed for presence. Every ability felt in your hands.

Choose Your Path

Four distinct classes. Switch mid-play. Each brings unique spells, weapons, movement mechanics, and combat philosophy.

Warrior

Physical dominance. Heavy weapons, defensive abilities, sustained combat. Sentinel, Shield Charge, Blood Bath.

TankPhysical
🗡

Assassin

Speed and shadows. Stealth mechanics, high burst damage, Meld speed bonuses in darkness.

SpeedShadow

Mage

Elemental devastation. Spell casting, projectile management, area control. Hemorrhage, Cecilia's Elegy.

MagicElemental
🌍

Geomancer

Earth as weapon. Terrain manipulation, gravity attacks, environmental hazards turned to your advantage.

EarthControl

Necromancer

Death as discipline. Raise lesser undead, drain enemies of vitality, command the freshly fallen on the battlefield.

DeathSummon

Cleric

Healing, wards, and consecrated strikes. Sustains allies through the longest fights — turns demons to ash on contact.

HolySupport

Pugilist

Bare-handed combat refined to art. Stance work, chained strikes, no weapon required — fastest movement in the roster.

MeleeSpeed

Technomancer

Forge-magic and machine binding. Deploys constructs, hacks ancient automatons, channels current through gauntlets.

HybridConstruct

Rift Walker

Tears in space and time. Short-range teleports, portal traps, and timing rewinds for surgical reposition.

SpaceMobility
𖤐

Warlock

Pact-bound spellcaster. Trades vitality and oaths for power no other class can call. Curses, hexes, and blood pacts.

PactCurse

How the Combat Works

Parry System

Time your parry within a 0.4s window on enemy attack windups. Successful parry stuns the enemy for 2 seconds, removes their block, and opens a 1.5× damage counter window.

In Development

🛡

Sentinel

60% physical damage reduction for 12 seconds. 20-second cooldown. VFX stops at 2 seconds. Your defensive anchor.

Ready for Testing

🌑

Meld

Movement speed increases 30% when in shadow. Passive — activates automatically via BP_ShadowZone volumes. Priority: Sprint > Meld > Normal.

In Development

Dismemberment

Real-time limb severance system. Player left-hand dismemberment implemented. Full enemy dismemberment in development.

Ready for Testing

🗡

Weapon Throw

Physical projectile launch using motion controller velocity. Physics corrected (bAddToCurrent = false). Wonky behavior resolved.

Ready for Testing

💫

Blink

Teleport movement. VROrigin SetWorldLocation implementation — camera and capsule move together correctly.

Ready for Testing

🐉

Flying Mount

Attach to BP_FlyingMount via MountSeat socket. Left stick lateral, right stick pitch. Full 3D flight, GravityScale=0 while mounted.

In Development

🩸

Blood Bath

Heals 2% of maximum health on each enemy hit. Lifesteal implementation pending insertion into Utility_BP DamageManager.

In Development

The Arcane Compendium

A full spell tree system spanning the eleven elemental disciplines. Select an element to open its compendium entry — each tree branches into specialized spell chains, with rank progressions earned through study and practice.