Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
GEKOKUJO: Vagrant CrownEventsBuilding More Dynamic Party Battles — Improving Enemy Targets and Combat Flow
Community

Building More Dynamic Party Battles — Improving Enemy Targets and Combat Flow

GEKOKUJO: Vagrant Crown · published 4 Sep 2026, 20:43 UTC

All eventsPlayers around this dateRead on Steam

In the new third-person field, we are developing Party Battles where the protagonist, Party Members, and the Wolf Companion all share the same battlefield.

Our current focus is on a simple but important question: who do enemies target, and how should the battle change when a companion is hurt?

MAKING PARTY MEMBERS PART OF THE FIGHT
In earlier versions of the battle system, enemy attacks were too heavily focused on the protagonist. Party Members could contribute attacks, but they did not yet carry enough of the danger themselves.

We are now developing a threat system that allows enemy attention to shift during battle, including toward Party Members. Damage taken by companions is being connected to the field HUD, together with the flow from being knocked out to recovering and rejoining the journey.

The goal is to make the condition of the entire Party matter, rather than asking players to watch only their own health.

KEEPING BATTLES READABLE WITH MULTIPLE ENEMIES
We are also working on encounters that can contain multiple enemies. Simply placing every combatant in the same spot quickly makes it difficult to tell who is attacking and causes characters to overlap.

To improve this, attackers are being rotated while the other enemies continue reacting to the fight. We are refining situations where enemies run around unnecessarily, the wrong enemy appears to move during an attack, or the protagonist and target stand too close together.

READING AN ATTACK AND COMMITTING TO DEFENSE
When players respond to a heavy-attack warning by defending, that defensive choice is being adjusted so it remains committed to the incoming strike. We want players to understand who is about to attack and which blow they are preparing for through the action on screen.

Party Battles are still in development. Enemy targeting, companion survivability, battlefield positioning, Job options, and coordination with the Wolf Companion all require further testing and adjustment in the live field.

Thank you for following the development of GEKOKUJO.

More from GEKOKUJO: Vagrant Crown

Other announcements

All events
Community30 Aug 2026Traveling as a Party — Improving Companion Movement and FormationIn the new third-person field, we are working on a travel system that makes the protagonist, Party Members, and Wolf Companion feel like a group moving through the world together. KEEPING THE PARTY TOGETHER Our earlier companion movement was largely based on following fixed positions around the player. In a real field, however, that can cause companions to fall behind while running, gather on t…Community26 Aug 2026NPCs Who Keep Living Beyond the Player's View — Pseudo-Players and RumorsWe do not want the world of GEKOKUJO to be filled with NPCs who simply stand still and wait for the player. Even when they are outside the player's view, characters should continue pursuing their own goals, making choices, and leaving behind a personal history. This update introduces two systems supporting that vision: pseudo-player NPCs and rumors. NPCs with Dreams and Goals Some NPCs have lon…Community24 Aug 2026Walking, Running, and Traveling Together in the New 3D FieldIn the new third-person field of GEKOKUJO, we are continuing to improve both character movement and the experience of traveling with companions. From a third-person perspective, even small issues become much easier to notice: feet sliding across the ground, mismatched movement speed, awkward turns, or unnatural poses on slopes. Making a character simply “walk” through the world involves more wo…