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Decurion DemoNewsDev Update: Combat Roles Explained
Community

Dev Update: Combat Roles Explained

Decurion Demo · published 17 Apr 2025, 05:54 UTC

All newsPlayers around this dateRead on Steam

What to Choose, and Why?

Before starting any run, the player chooses a Mech and a Pilot. The default combo is Agamemnon (Mech) and September (Pilot).

You're free to choose any Mech and pair it with any Pilot.
So—how are they different, and how does your choice affect the game?

Mechs and Pilots

Every Mech and Pilot has a unique ability that defines the playstyle of the unit.
In addition, each Mech comes with its own alternative fire mode.

Here is the default combo as an example.

Agamemnon (Mech)


Ability: Dash

Agamemnon can dash for 3 seconds, significantly increasing speed and destroying everything it touches (except enemy projectiles). It’s highly agile—great for repositioning on the grid, quick retreats, grabbing power-ups, getting to the base, or digging into the environment. And of course, it can chain killstreaks easily by wiping out enemies mid-dash. Simple to use and fast-paced.

September (Pilot)


Ability: Air Strike

The player marks a target area and calls in an air strike. A projectile hits that exact spot, one-shotting everything, including environmental obstacles.

This ability is different in that it affects the map and enemies, rather than the Mech itself.
But there's a risk: during the targeting process, the Mech becomes inactive—you can't move or react.
This means you’re vulnerable while using it, and it demands a bit of planning and awareness.
Best used from cover—or even better, in co-op when your teammate can protect you.

Customization = Gameplay Variety


Mixing Mechs and Pilots changes how the game plays. Some are better for pushing, others for holding back or reacting to what’s happening. It gets especially interesting in co-op, where each player can pick a combo that either supports—or competes with—the other.

Let’s say we choose a Mech—Kateg. Its ability is invincibility mode, which absorbs all incoming damage and transforms it into energy. Its alt fire is a shotgun, allowing it to channel that energy into short-range bursts—perfect for holding ground temporarily.

As a Pilot, we pick BX08, who can summon portals to redirect enemies or create shortcuts back to the base. This combo allows us to engage in combat briefly, then retreat quickly. Alternatively, we can teleport enemies to a specific location—setting up an ambush right where we want it.

Alternative Fire Modes


Each Mech has a unique alt-fire mode. After collecting enough energy, the player can activate it.

Agamemnon’s alt fire is a quick shot mode that makes bullets hit almost instantly, allowing precise attacks—perfect for hit-and-run tactics.

Here a few rules about alt fire mode:

  • Alt-fire attacks consume energy.
  • When energy runs out, you return to normal fire.
  • You can switch back to normal mode manually at any time.

Limited Usage & Action Points


Each ability use costs 1 action point. These points can be collected during levels or bought between rounds using score points. So, abilities can’t be spammed.

Also, there’s a maximum number of ability uses you can hold. You start with 3 (current)/3 (max) for both Mech and Pilot. You can upgrade this limit between rounds with score points as well.

That’s about it!
If you liked what you read, check out my previous article on the level grid and obstacles, and of course—try the demo!

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Major update1 Sep 2026Dev Update: Combo System AddedThe main idea of this system is to recognize skilled gameplay and to give extra points for that. When main actions are performed within a short timeframe it's considered a combo. The timeframe is 3 seconds - after an action you get 3 seconds to do the next one. Every action resets the timer, so the combo can continue as long as you keep acting within the timeframe of the last action. If no acti…Game update2 Apr 2026Beta update 5.0.4Added: · Tutorial has now 2 extra steps. One to show around about Energy gathering system and one about alternative fire mode. Fixed: · Game over menu soft locks the game in some edge cases. · Navigation buttons (Retry, To main menu, Next) can be pressed repeatedly on slower machines causing scene to be reloaded multiple times. · Power up particles not cleaned after scene reload. · Transition f…Game update16 Mar 2026Beta update 0.5.3What`s added: When you’re destroyed, a tiny ghost pops up at the same spot. The ghost stays visible for 30 seconds before it disappears. If you can return and grab the ghost during that time, you’ll get one of two rewards: · 100 Energy (60% chance) refills your power meter. · +1 Life (40% chance) gives you an extra life. The amount of ghosts is unlimited. When played coop the second player can…