
Four combatants. Same input mapping, different attribute scaling and tactical role.
ShograthNorth · Warrior / Tank
HunzogWest · Blade / Skirmisher
HasarmEast · Shaman / Magic
PerzogSouth · Goblin / Archer & ScoutNo floaty physics, no random numbers. Health is secondary; Poise is primary. Hits drain Poise; at zero you hard-stagger. Poise does not constantly regenerate: a 3-second delay, then a 2-second refill, so you must physically back off. Every connected strike triggers a 0.15s hit-stop. Miss and you are locked in recovery frames. Button-mashing empties stamina and gets you killed.
No rigid weapon locks. Any hero equips any item, but efficacy is governed by an underlying ability system tied to your attributes. Shograth can hold a bow, but without DEX his draw speed is crippled. Hasarm can heft a greatsword, but lacking STR he self-staggers on every swing.
The War Pit is the baseline crucible. Across a 5-tier roadmap we introduce the "Burden" inventory economy and transition into a run-based territorial campaign, evolving you from lone gladiator to a Warlord commanding squad-level AI under a 5x5 class matrix.
This game features frequent, intense violence, blood, and dismemberment during animation-driven medieval melee combat.