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Demon's MarchNewsDev Update #1 - Traits and Skills (+more)
Community

Dev Update #1 - Traits and Skills (+more)

Demon's March · published 14 Sep 2026, 17:00 UTC

All newsPlayers around this dateRead on Steam


I've been pretty solidly in the content and edge-case coding phase of this project.
It has come a long way from glint-in-my-eye, to dozens of design docs and prototypes, to final design doc (about a year ago now!) and where I am now in the project.

These screenshots are all from back in February. (Click for full size)

As you can see, I already had quite a bit figured out from my past prototypes.

It took me a while to come up with this inventory layout, and it's still working.

Early combat screen. None of the order buttons except "Attack" worked at this point.

The last couple of weeks of development have been implementing the planned Traits and Skills from the design doc into the game. As of now, all 28 planned Traits and 62 planned Skills are functional (UI polishing and sounds/VFX pending)! There is also a new trailer and new screenshots on the main store page, for a peek at some of the other work done.


Traits and Skills

Traits are packages representing a skill set. Traits work in tandem with your character's base Attributes to determine your character's capabilities. Each trait provides unique passive bonuses and active elements called Skills, depending on the Rank of the trait. Traits are meant to be mixed and matched to find your ideal character themes and playstyles.

Skills are special actions you can take in and out of combat, like special attacks, spell-casting and other applied uses of skill.

You gain a Trait Point every three levels (as of now), allowing you to purchase a new Rank in a trait (if the prerequisite Attribute is high enough) or even an entire new Trait (if applicable).


4 Types of Traits

Class (5 Ranks) - Main trait, generally determines the character's combat specialization.

Examples: Fighter (Brawn), Archer (Senses), Mage (Intellect); 9 TotalUtility (3 Ranks) - Traits not directly related to combat, but are none-the-less indispensable for survival.

Examples: Scout (Senses), Cook (Senses), Scholar (Intellect); 6 TotalUnique (2 Ranks) - These traits can only be taken at character creation, and only one per character. These provide unique game-altering effects, and are ranked up in a different way than other traits!

Examples: Giant-Blooded, Mana-Burnt, Cursed; 6 TotalPrestige (1 Rank) - If you max out an Attribute you have the option to purchase a Prestige Trait, with each Attribute having its own Prestige Trait with powerful effects,

Examples: Crushing Strength (Brawn), Iron Skin (Vitality), Zen Mind (Intellect); 7 Total

Example Skills

Cleave (Fighter Rank 3) - "A heavy arcing swing that can hit enemies close to the target."Rend (Slayer Rank 3) - "Savagely strike vital points with a high chance to cause bleeding."Bellow (Knight Rank 5) - "Roar mightily, potentially scaring off the enemy. Can be used outside of combat."Knock (Mage Rank 2) - "This spell will attempt to pick any non-complex lock."Element Shield (Sorcerer Rank 3) - "Create an aura around the party that protects against the elements."Fear (Psion Rank 2) - "Attempt to overload an enemy group's minds with terror."Track (Scout Rank 1) - "The scout analyzes nearby enemy tracks, reporting back enemy patrol composition and density."Brew Healing Potion (Alchemist Rank 1) - "The alchemist uses foraged ingredients to brew an HP restoring potion. Cannot be used in combat."

What's Next?

I'm working on getting a Demo together for playtesting purposes. Currently what's on the to-do list is a bunch of polishing, UI and level design work. Once I get everything a bit more presentable and functional (with character creation), it shouldn't be long until a demo comes out.

While I have your interest, I'd like to see what kind of questions you'd like me to answer in the next update. Post them in the discussion section below!