Design direction · 1 min read

Combat and encounter levels

This article's status describes its scope. See development status for current limits.

The intended balance is a world with fixed levels, where danger comes from who and what you encounter.

The world keeps its own strength#

The balance direction rejects automatic world scaling to the player. A low-level soldier remains a low-level soldier as the player becomes more capable. Sites, creatures, and formations should have meaningful levels of their own. Choosing where to go and when to withdraw becomes part of the adventure.

Groups and individuals#

Large bodies of low-level soldiers should gain strength as organized troops, rather than secretly becoming high-level individuals. An army's formation, cohesion, terrain, casualties, and command are different from the personal abilities of a single fighter.

Arms and defense#

First-person combat has dedicated weapon visuals, with melee and ranged paths. The equipment reference lists development catalog values where available. Catalog statistics and tags are useful for comparison but are subject to balance changes. A listed item is not a certification of every animation, interaction, or acquisition route.

Development boundary#

This is the accepted balance philosophy, not a claim that every encounter has reached final tuning. Bestiary tables preserve the encyclopedia's reference values. Encounter math, presentation, and release validation remain separate work.

About this entry

Editorial guide · game overview and development documentation. Website edition: 10 October 2026.

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