Greetings, Timehackers! To help everyone get to know SlashZero better, we're kicking off a series of dev diaries that dive into the game's core systems. We want to share the design philosophy behind SlashZero, keep you updated on our latest progress, and give you a look at where the game is headed. And of course, we'd love to hear your thoughts—your feedback helps us build a better game.
If there's any system or feature you're especially curious about, drop a comment, and we'll make sure it shows up in a future dev diary!
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Today, our combat systems designer QY is here to share the philosophy and design behind SlashZero's action and combat systems.
QY is a veteran designer, and his favorite game genre is ACT. In SlashZero, he leads the design of the character combat system.
Let's jump into SlashZero's action design with QY.
(Note: GIFs below are low-resolution due to file size constraints. Visit our community for the full HD videos. Feel free to experience the game hands-on at offline venues or in future playtests!)
Core Features of SlashZero's Combat System
Q: If you had to sum up SlashZero's core features and highlights in a few words, what would they be?
QY: I'd describe them with these keywords: parkour, vertical ground-to-air combat, and growth-driven variety.
Parkour-like movement was the part we polished most carefully—it's the foundation of SlashZero. From the moves themselves to how they link together, from input feedback to audiovisual response, our goal is to deliver smooth, stylish, and expressive action.
(Use the terrain to Jump, Double Jump, Wall Jump, and Dash in midair—true parkour freedom.)
The Vertical Ground-to-Air Combat System is the signature feature we wanted players to feel immediately. Thanks to our sidescrolling perspective and level design, we built a full vertical combat system that spans ground to air. Ground combat alone is enough to clear levels, but once you start fighting in the air, your moveset opens up and the visual spectacle ramps up dramatically.
(Ground Slide, Launch Attack, Air Dash, Plunge Attack, Rising Slash—every ground‑to‑air transition stays smooth and seamless.)
Growth-Driven Variety is where we hope players feel SlashZero truly stands apart. Through roguelike mechanics and meta-progression, your combat style evolves in meaningful ways. Growth isn't just bigger numbers. It's expanding the depth, creativity, and fun of your moveset.
(With Meta Chip "Vector Compression," dual blades turn into compressing Throwing Knives.)
Aerial Combat: Building Depth in a Sidescrolling Perspective
Q: The aerial combat system has been a major focus for the SlashZero team, and players have responded positively in tests and showcases. What ideas shaped the team's design of aerial combat and airborne action?
QY: Our original goal was to give players a "second combat route."
Many sidescrollers have very limited aerial options: you jump, swing a couple of times, and drop. We wanted to build a full aerial combat dimension. Almost anything you can do on the ground, you can do in the air, plus additional combo variations that exist only in aerial combat.
We drew inspiration from classic 3D action games like Devil May Cry: launching enemies, chaining combos to stay airborne, and achieving a stylish flow. Many of us are huge DMC fans, and SlashZero is our way of paying tribute to something we love. We hope players feel that passion.
But we also expanded beyond that. The sidescrolling perspective gives us unique advantages. Unlike most 3D ACT combat, which happens mostly on flat ground, our levels are full of elevation changes, walls, and platforms—letting players use terrain to create richer airborne routes.
For example, after launching an enemy, you can chain a wall jump to extend your combo, or use platform height differences to reposition mid-air. These playstyles are only possible because of the sidescrolling terrain.
(Rising Slash keeps enemies suspended for nonstop damage. Add a wall bounce, and there's no escape!)
That said, we don't force players into aerial combat. You can clear the game entirely with ground-based fighting. But action enthusiasts will find that aerial combat offers nearly limitless depth—trading a bit of mobility for style, expression, and a much higher skill ceiling.
Diverse Moves Through the Roguelike System
Q: How does the roguelike system enhance SlashZero's combat? What can players expect?
QY: This is one of our biggest differentiators, and something we hope players appreciate over multiple runs. In SlashZero, roguelike growth isn't just "more ATK, more HP." It genuinely expands your moveset and changes how you fight.
Like most roguelike action games, we have both in‑run and meta progression. But we went further by letting in‑run growth feed into meta progression, forming SlashZero's unique Chip System.
Chips work for in‑run and meta, and each layer serves a different purpose. Meta Chips reshape how you play; in‑run Chips power up how you play. Variants unlocked during a run can also unlock meta content, gradually shaping a build that feels uniquely yours. This blend is what sets SlashZero apart.
In‑run Chips focus on empowerment. They don't change your inputs—just make your moves stronger or flashier. Maybe your boomerang goes from one throw to three, or your ultimate gains more range. These boosts keep every run feeling fresh.
Meta Chips focus on "reshaping"—enhancing parkour movement, control feel, and combat style. The system offers universal action variants as well as character‑exclusive modules. By allocating points, players build the action style that suits them best. Inspired by card‑game combos, Meta Chips make move routes and combat styles truly unique.
This is how distinct playstyles emerge: Dash builds, Block builds, Backstab builds, aerial‑combat zealots... Same character, completely different feel depending on your Meta Chip loadout. That's why we say "one character can feel like multiple classes."
(Spend Meta Chip points to turn dual blades into Spinning Blades. Choose in‑run upgrades to turn one knife into three.)
The same applies to in‑run elemental Authorities. Anemo boosts aerial mobility, Electro changes your Dodge form, Hydro extends your slide... These aren't simple buffs; they genuinely reshape your moveset.
(Electro dash, Walk with the Wind, Ice glide.)
Basic Move Layer: Seamless Parkour-Combat Fusion
Q: How did you design the fluid, parkour‑like movement? What's the philosophy behind it?
QY: In sidescrollers, action and level design are inseparable. In SlashZero, combat leverages level and enemy design to keep the whole experience fluid and engaging.
In SlashZero, traversal and combat are one system. Elevation changes, open spaces, tight corridors, and vertical walls all encourage players to dash, multi‑jump, and wall jump—capturing a parkour‑like flow.
A key principle is interrupt priority. Dodge and Jump sit at the top—they can interrupt almost any attack's startup. The idea is simple: your input should always match your reflexes. If you see danger and want to dodge, you dodge immediately. This is a major source of that "buttery smooth" feel.
(Strike and run, strike and dash—combat and parkour flow together effortlessly.)
We also avoid complex input‑combo systems. Every action is intuitive, and every input produces a clear, readable result. Combined with interrupt priority, this simplicity gives players freedom to express themselves in combat.
Q: Are there Variant moves? What defines the Variant system?
QY: Variants are another major way we enrich SlashZero's action. Our design principle is "intuition drives input; exploration produces depth." No memorization required—just play by feel, and stylish Variant moves trigger naturally.
Variants follow three intuitive logics:
Directional Variants: Up + Attack triggers a Rising Slash; Down + Attack triggers a Downward Strike. Anyone familiar with action games can do these instinctively without a tutorial.
Combo Variants: Classic ACT patterns like XXY or XXXY, where timing and rhythm create different moves. This is the depth for players who love exploring combos.
Move‑interaction Variants: Moves that "react" to each other, which produce the most diversity. For example, when your boomerang returns, you normally catch it—but if you Block at the exact moment it comes back, you knock it out again as a new ranged attack.
Together, these cover the mainstream ACT Variant mechanics. But none are required to beat the game. Beginners can clear the game with normal attacks and dodges, while advanced players can dig deeper and craft their own combo routes. Find what feels right for you.
Q: How do you convey impact in combat?
QY: Impact in SlashZero comes from many small details smoothly working together—interaction logic, environment response, and visual feedback.
First, layered interaction logic: Shields don't just "block damage." Light attacks bounce off with recoil; heavy attacks can break shields entirely. Even a successful Block against a heavy enemy might push you back. These layers create natural weight.
The second layer is environmental response. We added enemy wall bounce—slam an enemy into a wall and they'll rebound, giving you a chance to extend your combo. It's a rare mechanic in sidescrolling action games, but it adds a strong sense of impact and opens up new combo routes.
The third layer is visual feedback. Subtle model shake, light camera shake, and effect frames—players may not always describe these details, but they definitely feel them. Each element is small on its own, but together they create that unmistakable sense of solid impact.
Optimization and Future Improvements to Combat Feel
Q: After the March and June online tests, what feedback did we collect, and how did it guide our improvements?
QY: Our current focus is improving early‑game feel, input smoothness, and building movesets that match each new character's worldview.
Some highly requested mechanics, like Block and Dodge, have already been improved. You'll feel the difference in the next test.
Block is now available from the start, not locked behind Chips.
Dodge now has a Recovery mechanic—perfectly timed Dodges don't consume a charge.
Enemy‑lock logic has been refined. It now auto‑locks when you use a skill, while staying free‑form the rest of the time.
Early‑game performance has been polished for a more satisfying start.
We added a training ground and video tutorials for Chip unlocks to lower the learning curve.
Looking ahead, we'll keep deepening the action system. New characters will come with new movesets and playstyles, ensuring every build has room to shine.
Huge thanks to QY for sharing his insights on action design!
And thank you, Timehackers, for your support and enthusiasm. Stay tuned for more dev diaries and upcoming tests. Your feedback means a lot to us, and we're always excited to hear from you!