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Combat

Combat was rebuilt from scratch around combos, dodges and weapon-specific skills. What the studio has said about it since 2024, quoted and dated.

Page statusConfirmedSources and editorial reviewedLast updatedMain sourcesteamcommunity.com ↗
Illustration — not in-game footage
Last updated
2026-09-05
Evidence
4 source records
Page status
Editorial available
Category
Systems
First source
2024-10-10
Source coverage
3 confirmed · 1 reported

What the developers say it is

Combat is the system XLGAMES has described most often and most consistently, and the one that explains most of the game’s other choices — including why large-scale PvP was removed.

In the executive producer’s letter published on Steam on 31 July 2025, Ham Yongjin writes: “We built it from scratch with combo-driven mechanics, dodges, and some really satisfying weapon-specific skills. It’s punchy. It’s responsive. And above all, it rewards smart play over simply spamming skill rotations.”

The developer diary of 10 October 2024 sets the same goal in different words: “One of our key goals is to translate the tense, acrobatic combat found in single-player action games into a vast, persistent online world.”

Documented facts

Each entry keeps the level of certainty recorded in the source data.
Confirmed
Documented claims
The official description of PvP Gameplay #1 describes a Ranger throwing a hatchet and a Warrior parrying it back. It gives no numerical values or timing information.
youtube.com ↗

The documented account

Source-backed accountLimits remain explicit
What that means in a group

In written answers published by Wccftech on 1 August 2025, the team describes the group-facing side of the same system: “telegraphed attacks, dodging, blocking, timed combos, and reactive group play where positioning and coordination feel satisfying.”

The same interview explains that action combat is the reason mass PvP and territorial conquest were cut: those systems, in the studio’s words, “didn’t translate well to our new direction”. Combat here is not one feature among many — it is the constraint the rest of the design was fitted around.

A named counter in the September publication

The description of PvP Gameplay #1, published by the official channel on 4 September 2026, names a Ranger throwing an axe and a Warrior parrying it back. It gives a concrete example of reactive combat. The description alone does not establish the timing window, damage or whether every projectile can be returned.

Context and limits

What is still unknown

The Warrior and Ranger profiles now explain weapon paths and named actions, so the early broad statements are no longer the whole picture. Complete skill counts, final numerical balance and a tested optimal rotation are still missing. Consult the class profiles for the published mechanics without extrapolating a full build from a short clip.

Chain of evidence

4 source records · 3 confirmed · 1 reported · How we establish what we publish
Every source this page rests on, with its recorded date and confirmation level. 4 source(s). These documentary notes remain in the language in which they were collected; they are not necessarily verbatim quotations.
Source note — wording preservedSourceDateStatusContext
We built it from scratch with combo-driven mechanics, dodges, and some really satisfying weapon-specific skills. It's punchy. It's responsive. And above all, it rewards smart play over simply spamming skill rotations.steamcommunity.com ↗ConfirmedOfficial communication
One of our key goals is to translate the tense, acrobatic combat found in single-player action games into a vast, persistent online world.steamcommunity.com ↗ConfirmedOfficial communication
Expect mechanics that lean into the action combat system: telegraphed attacks, dodging, blocking, timed combos, and reactive group play where positioning and coordination feel satisfying.wccftech.com ↗ReportedPress report
The Ranger throws an axe. The Warrior parries it—sending it straight back.youtube.com ↗ConfirmedOfficial communication
Source note — wording preserved
We built it from scratch with combo-driven mechanics, dodges, and some really satisfying weapon-specific skills. It's punchy. It's responsive. And above all, it rewards smart play over simply spamming skill rotations.
Date
Status
Confirmed
Context
Official communication
Source note — wording preserved
One of our key goals is to translate the tense, acrobatic combat found in single-player action games into a vast, persistent online world.
Date
Status
Confirmed
Context
Official communication
Source note — wording preserved
Expect mechanics that lean into the action combat system: telegraphed attacks, dodging, blocking, timed combos, and reactive group play where positioning and coordination feel satisfying.
Date
Status
Reported
Context
Press report
Source note — wording preserved
The Ranger throws an axe. The Warrior parries it—sending it straight back.
Date
Status
Confirmed
Context
Official communication

Source timeline — Combat

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