Steel & Sinew Overhaul — Major Playtest Update

major update

Steel And Sinew · published

Character Progression & Item Requirements

Character Leveling

  • Level Cap: You can now level up your character, with a soft cap around level 56.
  • Level Rewards: Each level grants 1 Attribute Point and 5 Proficiency Points to spend.

Attributes & Proficiencies

Attributes:

  • Vitality — Increases Max Health
  • Strength — Increases Melee Damage
  • Dexterity — Increases Max Stamina

Proficiencies Currently Include:

  • Armor Training
  • Two-Handed
  • Polearms
  • One-Handed
  • Shields
  • Ranged

Note: Higher proficiencies are required to equip heavier armors and higher-tier weapons!

PvP Rewards

  • Player Kills: Eliminating an enemy player now grants +100 EXP and +20 Denars.

New Combat Mechanics

Kicking Mechanic
Default Key:

  • Spacing & Control: A powerful tool to manage opponent footwork and keep "face-hugging" rushdown players at bay.
  • Guaranteed Follow-up: Landing a successful kick stuns your opponent long enough to guarantee a landed hit—provided your follow-up attack is timed correctly.
  • High Risk, High Reward: Missing a kick results in a lengthy recovery window, leaving you open for a punish. Kicks feature limited range and are primarily a spacing/defensive tool.

Adjacent Directional Blocking ("Bad Blocking")

  • Skill Floor Adjustment: Introduced adjacent directional blocking to make defense slightly more forgiving and accessible for new players entering the game.
  • Loss of Initiative: A "Bad Block" occurs when a defender's guard is off by one direction (e.g., attempting to block a true Overhead/Up attack with an Up-Left or Up-Right guard). The defender loses initiative, allowing the attacker to continuously chain into follow-up strikes.
  • Stamina & Chip Damage Penalty: Each Bad Block costs 15% Stamina. Furthermore, once a defender's stamina drops to 50% or below, chip damage penetrates through Bad Blocks to prevent passive turtling and encourage active, precise blocking.

Complete Animation Rework

Expanded Architecture & Locomotion

  • Weapon Idle & Relaxed Sets: Added unique idle and relaxed animation sets for every weapon type.
  • Dynamic Combat Stances: Implemented dual-stance combat locomotion featuring distinct Right-Foot-Forward and Left-Foot-Forward movement states.

Directional Combat Feedback

  • Directional Flinches: The flinch system now calculates incoming attack direction, triggering directionally accurate hit reactions.
  • Directional Deaths: Death animations now dynamically react to the angle and direction of the final blow for more immersive, satisfying kills.

Join the Discussion & Help Shape the Game!

Playtester feedback is needed to balance combat, tweak progression, and refine mechanics.

Want to report bugs, suggest balance tweaks, or find players to fight?
👉 Click here to join the Official Discord Community!

Thank you for all your support—see you on the battlefield!