All gameplay systems

COMBAT // VIOLENCE HAS A COST

Every shot risks
more than a score.

A PLAYER LOOP

How this system moves

01

Read the distance

Decide whether to close, kite, flee, dismount, or fire based on the weapon, target, terrain, and motion.

02

Commit one action

Movement, attack, reload, equipment changes, item use, and mounting compete for the character's next action.

03

Live with the aftermath

Spend ammunition, absorb wounds and armor wear, recover, surrender, pursue, loot, or retreat.

WORLD RULES

What the server remembers

01

Distance and movement decide the hit

Accuracy falls with range and difficult target motion, while target size and weapon characteristics change the chance.

02

Armor has limits

Penetration depends on weapon, armor class, and distance; hits can wear armor even when they do not wound the wearer.

03

Death transfers opportunity

Carried items and equipment remain at the death site, while the same character returns empty-handed in the town safe zone.

WHY IT MATTERS

Force changes ownership, not just health bars.

A fight can break a route, consume a town's ammunition, expose valuable equipment, create a bounty proof, or end an agreement.

Join the waitlist