ARPGs have always been about combat, heaps of loot and most importantly power fantasy. The last generation of ARPGs was so successful that characters now slice through hundreds of monsters per minute, barely breaking a sweat. This success has given rise to a new trend: slowing the genre down under the banner of creating more meaningful combat...
In early 2020, I created an internal document labeled ARPG Innovation to compile important topics related to the genre. I knew we couldn’t compete with big IPs on the market and believed that, to have even a slight chance of success with our next game, Dreadhunter, we had to bring something new.
Among various key topics (like progression systems), combat design stood out as the absolute core focus. I explored different approaches to combat and realized there’s a limit to how far you can go with the industry standard setup. The main culprits are point-and-click movement and automatic regeneration.

The first step to improving ARPG combat is simple: add a dash! Since 2020, almost every major ARPG has introduced dash or dodge-roll mechanics, making it hard to imagine the genre without them. The next step is adding WASD or twin-stick movement, elevating mobility to another level. Now the hero is faster, and it’s much harder to put him in danger, but so far, so good for the power fantasy.
To challenge players, enemies must deal massive damage in a very short time due to automatic health regeneration. However, when the player can move quickly, dodge attacks, and regenerate rapidly, the only way to create a sense of danger is with extreme damage in short timeframe—often resulting in infamous "instakill" bosses.
One solution is to branch the genre toward soulslike combat. This involves slowing the character down, reducing the number of enemies, and making fights more tactical. It works well if you want to keep automatic regeneration, which is obviously integral part of current ARPG consenzus. On the other hand, the power fantasy takes a significant hit here.

While trying to innovate combat for Dreadhunter, I found that there is another way to branch off from the usual ARPG combat design, one that allows us to keep the fast gameplay, power fantasy, and meaningful combat all at once.
The combination of an active combat loop, fast-moving enemies with diverse abilities, and precise design keeps players in a state of flow. This approach not only brings something new to the ARPG genre but also delivers a unique experience.
What do you think?
Matouš Ježek, designer