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Compulse PlaytestNewsCompulse Playtest v0.1.0
Game update

Compulse Playtest v0.1.0

Compulse Playtest · published 19 Jun 2026, 20:04 UTC

All newsPlayers around this dateRead on Steam

FEATURE

Added the WeGo Combat System with an arena-based 3v3 simultaneous turn-based execution system:


- Planning Phase freezes time and allows secretly queuing up to 3 actions (Movement, Active, or Super skills).
- Execution Phase unfreezes time and resolves all actions at the same time.

Added Speed to Time Scaling where unit agility dictates action velocity:


- Time required to cast a skill shrinks dynamically based on the unit Speed multiplier.
- High-speed units execute commands and move across the timeline blocks significantly faster.

Added Blind Fire Spatial Targeting and Active Friendly Fire:


- Abilities lock onto exact environmental coordinates instead of moving entities.
- Projectiles will strike empty space if the target moves out of the grid spot.
- Allied units can hit one another, making crossfire geometry highly lethal.

Enabled Active Friendly Fire:


- Allied units can hit one another making crossfire geometry and team positioning highly lethal.

Implemented Restricted Bio-Inventory to force highly specialized builds:


- Added 1 immutable Innate Passive ability for each player-controlled Compulsor.
- Added 3 Helix slots for permanent passive mutations.
- Slot 1 is strictly reserved for Movement abilities.
- Slots 2 and 3 can equip either Movement or Normal abilities.
- Slot 4 can equip Movement, Normal, or Super abilities.
- Super abilities are engineered to be screen-clearing tactical pivots.

Implemented Procedural Descent for the Overworld structure:


- The Overworld is a procedurally generated flow chart simulating a physical descent into artificial matter.
- The Seed Parameter hardcodes the initial difficulty layer, starting squad IDs, and exact pathing nodes.
- Runs span 3 distinct Zones (Gaseous, Liquid, and Solid State) divided across 10 vertical rows each.

Added Recursive Path Locking to the Overworld:


- Picking a path forward triggers a dynamic pruning algorithm.
- Moving to a chosen node immediately sets all unselected nodes in that row to Locked.
- The system recursively branches downward, hiding future paths rendered mathematically inaccessible.

More from Compulse Playtest

Other announcements

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Game update14 Sep 2026Compulse Playtest v0.2.3GAMEPLAY & BALANCING - Added more weight and strategic impact to the choice between Ray and Projectile abilities. - Added a minimum movement threshold to streamline turn length when slow-moving enemies traverse the map. - Deepened battle logs to provide clearer, more comprehensive combat data. UI & UX IMPROVEMENTS - Enhanced visual clarity for character skills, adding glow effects and improved…Game update11 Sep 2026Compulse Playtest v0.2.2- Stability Improvements - Improved User feedback - Improved VFXGame update4 Sep 2026Compulse Playtest v0.2.1- Stability Improvements - Fix Non-Walkable area collision bug - Fix Incorrect Ability set-up enemy unit