TOOSIN : 투신 Demo · published · build 25019657
Some names, including trait names, may differ from those used in-game.
Hello, this is the developer of TOOSIN.
Version 1.3 introduces 100 advanced traits, stat bonuses for Infinite Mode rankings, and influence-based risks and rewards in Ranked Battles.
We've also improved combat impact and readability in fights against multiple enemies, while refining arena visuals and reducing rendering costs.
The update is scheduled for September 8–10 (KST), for both the demo and the full game.
Traits up to T5 → 100 new advanced traits across T6–T10. Spend a total of 3,000 TP on new progression options.
Infinite Mode → New ranking-based stat bonuses. Includes a ranking rewards guide and a results popup for your latest run.
Ranked Season 2 → Influence-based enemy combat power, AI difficulty, and faction buffs. Your faction's territorial advantage or disadvantage now affects combat risks and rewards.
Multi-enemy combat → White target outline. Clearly identify your current target whenever two or more enemies are alive.
Combat presentation → Improved trait status indicators, afterimages, shockwaves, blood effects, and camera feedback.
Arena → Weathered Roman-style materials and decorations, with improved clouds, lighting, and colors. Also includes optimizations to manage graphics costs.
We've added four traits per tier and 20 traits per attribute across Strength, Agility, Vitality, Spirit, and Technique. Beyond simple stat increases, these traits introduce new effects built around attack sequences, positioning, charging, parrying, dodging, and supporting allies.
Cost per trait: T6: 20 / T7: 25 / T8: 30 / T9: 35 / T10: 40 TP.
Total cost of all new traits: 600 TP per attribute, 3,000 TP overall. Existing T1–T5 costs are separate.
Always available once unlocked: Like existing traits, these require no separate equipment slot. Each effect still requires its activation conditions, such as landing a hit, taking damage, parrying, or dodging.
Unlock traits by meeting prerequisite trait and tier progression requirements.
Strength — “Fracture Brand” builds Fracture stacks with fully charged heavy attacks; “Stance Collapse” consumes those stacks; “Impact Spread” carries the shock to nearby enemies; and “Earthshatter” creates a ground shockwave when you break a guard.
Agility — “Afterimage Decoy” leaves a decoy where you perform a perfect dodge; “Momentum Slash” uses movement momentum; “Phantom Swap” returns you to an afterimage; and “Shadowless Flurry” replays recorded attacks.
Vitality — “Overflowing Life” converts excess healing into a shield; “Emergency Stitching” provides delayed healing in critical situations; “Breakfall” helps you recover from knockdowns; and “Last Bond” prevents lethal damage to an ally.
Spirit — “Parry Resonance” collects Echoes through parries; “Ember Recovery” collects Embers through kills; “Echo Cast” reproduces supported special ability effects; and “Lingering Field” and “Spirit of the Battlefield” support allies.
Technique — “Three-Hit Formula” records attack sequences; “Observation Point” reveals vulnerability windows; “Feint” provokes defensive reactions; and “Formless” rewards precise sequences with opportunities to cancel attack recovery.
The complete list of all 100 trait names and activation conditions is included below.
42 status indicators: Icons show Fractures, Weak Points, Echoes, Embers, shields, Momentum, readied attacks, and more. Depending on the status, they display stacks, values, and remaining duration.
Separate player and target displays: Your statuses and your current target's statuses appear separately. Recently activated trait names also appear briefly.
Afterimages using actual character poses: Decoys and attack replays use your character's body pose and weapon and shield appearance.
Purpose-specific effects: Distinct visuals represent Fractures, barriers, cleansing, healing, ground waves, lingering fields, and other effects.
Enemies also use relevant effects based on the traits they possess and the actions they perform. In normal stages, ambushes, and Infinite Mode, available advanced traits are assigned progressively based on progression and adaptive difficulty. Automatic assignment begins at actual stage 60; Infinite Mode uses rounds as its progression basis. Ranked opponents use their recorded trait builds.
We've added stat bonuses based on your Infinite Mode leaderboard rank. Push for a higher record to earn bonuses to maximum HP, maximum Stamina, Attack, and Defense.
Rank
Max HP
Max Stamina
Attack
Defense
1st
+120
+120
+30
+20
2nd
+100
+100
+20
+15
3rd
+80
+80
+15
+10
4th
+60
+60
+10
+8
5th
+50
+50
+9
+7
6th
+40
+40
+7
+5
7th
+30
+30
+5
+3
8th
+20
+20
+4
+2
9th
+10
+10
+2
+1
How bonuses apply: During the current game session, the game compares the latest Steam-confirmed ranks for Stage, Ranked Season 2, and Infinite Mode, then applies one bonus set from your highest placement. Bonuses from different modes do not stack.
Bonus source display: Shows which mode and rank provide your active bonus. For example, if you are 4th in Ranked and 3rd in Infinite Mode, the Infinite Mode 3rd-place bonus applies.
Stat screen integration: Applied bonuses are shown under the (Rank) entries for HP, Stamina, Attack, and Defense.
Rewards guide: Select “Ranking Bonus Guide” in Infinite Mode to open a scrollable rewards table and an explanation of how bonuses apply.
Ranks of 10th or lower, or unconfirmed rankings, provide no bonus for that ranking. These bonuses do not apply to training that excludes progression bonuses. Existing Ranked placement rewards remain available.
When you lose in Infinite Mode and return to the main menu, a popup displays the stage you reached and the last stage you cleared during that run. For example, losing on Stage 12 shows “Reached: 12 / Cleared: 11.”
Territorial influence now plays a greater role in battle. The stronger your faction's position in a region, the stronger the enemy resistance. If your faction is behind, the battle becomes less demanding.
Enemy AI stat bonuses and combat power adjustments: Enemy stat adjustments based on faction influence and the state of the conflict are reflected in combat power.
Enemy AI difficulty: Enemies respond more strongly when the leading faction attacks. Factions that are behind face a comparatively lighter challenge.
Risk-based rewards: Influence advantage and risk level affect victory points. Personal score, win streaks, combat adaptation, and terrain also contribute to risk.
Player faction buffs: In Ranked matches within regions where your faction is ahead, you can gain up to +6% maximum HP and Stamina, and +3% Attack and Defense. The buff scales with your faction's advantage.
Information display: The region selection screen shows risk level, enemy stat multipliers, victory points, and faction buffs.
Faction buffs apply only to Ranked matches in the relevant region. Simply joining a faction does not grant permanent stat bonuses across all modes.
The leaderboard now includes a small secondary line beneath your existing season score showing your confirmed personal contribution over the last 14 days. This is the sum of your contribution increases across all territories whose saves have been confirmed by Steam.
Personal rankings continue to use cumulative Season 2 scores. Territorial influence and personal season scores are separate records. If contribution history is unavailable or only partially available, the display indicates the tracking status.
White outline: In Ranked Battles and Infinite Mode, when two or more enemies are alive, a subtle white outline highlights your current target. It disappears when only one enemy remains.
Nearest-enemy priority: In Ranked fights against multiple enemies, targeting prioritizes the nearest valid enemy.
Role-based combat: Enemies position themselves and spread out according to their roles and attack timing.
Adaptive responses: Observed player behavior influences enemy guarding, dodging, reactions, and preferred engagement distance.
Camera feedback: Added brief camera shakes for hits, heavy impacts, critical hits, taking damage, guarding, parrying, and guard breaks. These follow your camera shake settings, with limits on excessive overlap.
Enhanced blood effects: Increased blood emission and improved hit effects.
Weapon trails: Short, translucent air trails follow the actual blade to emphasize swings.
Contact effects: Added brief dust effects on heavy attack and critical hit impacts.
We've strengthened the atmosphere of an aged Roman-style arena, focusing on the main arena and tutorial map.
Ground: Refined sand, soil, and stone materials, with warmer, deeper colors.
Walls and decorations: Enhanced weathering and wear, bronze ornaments, red fabric, and flags.
Battlefield debris: Added small, low-profile fragments and surrounding decorations to evoke a worn battlefield. The additional decorations do not block character movement or pathfinding.
Sky and lighting: Added and adjusted cloud materials and atmospheric effects, while preventing shadows from large overhead structures from excessively covering the combat area.
Adjusted the cost of crowd shadows and reflections.
Managed decoration draw distances to reduce rendering load from distant scenery.
Limited simultaneous blood effects, afterimages, and trait effects through visual effect budgets.
Limited excessive camera shake overlap and adjusted effect density according to visual effect settings.
These changes preserve the atmosphere while reducing unnecessary rendering costs from combat effects and scenery. Actual performance may vary depending on your hardware and graphics settings.
Training bot practice: Learn to land a three-hit light attack combo and one heavy attack, then practice guarding, parrying, kicking, and perfect dodging against a training bot without an HP bar.
Timing guidance: Training briefly pauses just before guard, parry, and perfect dodge moments, prompting you to respond with your currently assigned keys.
Scrollable information: Long trait descriptions and reward explanations are available in scrollable panels.
Six languages: New traits, statuses, rewards, and results information are available in Korean, English, Japanese, Russian, Simplified Chinese, and Traditional Chinese.
See below for the names and activation conditions of all 100 new traits.
Strength, Agility, Vitality, Spirit, and Technique each receive four progression paths, with five traits per path across T6–T10. 5 attributes × 4 paths × 5 tiers = 100 traits.
Once unlocked, traits remain available and apply without being equipped. There are no preset requirements, equipment capacity limits, or limits on the number of active T10 traits. Each trait still requires its actual activation conditions, such as attacks, dodges, parries, HP thresholds, or marks.
Cost per trait: T6: 20 / T7: 25 / T8: 30 / T9: 35 / T10: 40 TP. Each attribute costs 600 TP, and all 100 traits cost 3,000 TP. This total excludes the unlock costs of existing T1–T5 traits.
T6 requires an existing T5 trait in the same attribute. T7–T10 require the immediately preceding trait on the same path. You must also have already spent at least 0 / 20 / 100 / 210 / 350 TP on advanced traits in that attribute for the respective tiers. These cumulative requirements are not additional fees.
The descriptions below focus on activation conditions. Damage, healing, and resource refunds are subject to mode-specific adjustments, cooldowns, and caps. Trait effects cannot trigger other traits indefinitely.
Traits that require input use your currently assigned dodge or guard keys. No new dedicated hotkeys have been added.
Fracture Brand — Fully charged heavy attacks leave a Fracture on the enemy.
Retaliation — If a single unguarded hit costs you at least 15% of your maximum HP, a heavy attack landed on that attacker within 6 seconds deals additional Poise damage. Cooldown: 8 seconds.
Deep Breath — Restore Stamina when a single attack hits at least two different enemies.
Mark Prey — Aim at an elite or boss long enough to reveal its Poise and heavy attack warnings.
Stance Collapse — Land a heavy attack on an enemy with three Fracture stacks to consume them and deal additional Poise damage.
Life Collateral — When you lack Stamina, spend 3% of your maximum HP to perform an enhanced heavy attack. HP is paid only when the attack actually begins.
Formation Breaker — A heavy attack that hits at least three enemies scatters them outward.
Opening Pressure — Land a light attack, heavy attack, and counterattack on a target to create a Weak Point.
Impact Spread — The impact of a Fracture detonation spreads to up to two nearby enemies.
Combat Pulse — Alternate successful light and heavy attacks to prepare an enhancement for your next heavy attack.
Chain Collision — When a knocked-back enemy collides with another enemy, both take Poise damage.
Punishing Leap — After a successful perfect dodge or parry, your next heavy attack moves you toward the target. Movement occurs only along a safe path checked for obstacles and collisions.
Fragment Recovery — Break a guard with a heavy attack to recover half the Stamina actually spent on that attack and gain a brief opportunity to cancel attack recovery.
Blood Repayment — Landing an enhanced heavy attack restores the HP you paid and a portion of stored heavy damage taken.
Turn the Encirclement — When at least three enemies gather within 6 meters, prepare an all-around strike for your next heavy attack.
Giant's Recoil — A perfectly timed defensive response to a boss's heavy attack deals percentage-based Poise damage.
Earthshatter — Breaking a guard creates a ground shockwave within 6 meters. The shockwave cannot trigger itself in a chain.
Limit Break — While at or below 30% maximum HP, alternating successful light and heavy attacks restores Stamina.
Frontline Cleave — Hit four different enemies to make your next heavy attack launch a straight-line shockwave.
Execution Angle — Attack a target at or below 8% maximum HP to instantly finish a normal enemy. Against elites and bosses, prepare a Poise Weak Point for your next heavy attack instead.
Afterimage Decoy — A successful perfect dodge leaves a brief decoy at your dodge location to draw enemy attacks. It uses your actual character pose and weapon and shield appearance.
Acceleration Axis — Keep moving to build up to five Momentum stacks. Momentum decreases when you stop.
Blind Spot — Attacking an enemy from behind leaves a Shadow Mark.
Reserve Breath — Maintain full Stamina without taking damage to store one free dodge.
Reversal Step — After a perfect dodge, your first follow-up melee attack moves toward the target's flank or rear while the afterimage remains valid. You cannot force your way through a blocked path.
Momentum Preservation — Dodging or sharply changing direction no longer causes an immediate loss of movement Momentum. Momentum still decreases when you stop.
Cross Dodge — Complete a dodge that actually crosses from one side of an enemy to the other to gain a Direction Token. The token strengthens your next flank or rear hit. Interrupted dodges and movement in place do not count.
Short Dodge — A follow-up dodge within 1 second travels a shorter distance and costs less Stamina.
Time Thief — Briefly slow the actions of a normal enemy that attacks your afterimage.
Momentum Slash — At maximum Momentum, prepare your next attack as a Momentum Slash. On a successful hit, you dash through the target if a safe path is available.
Triangular Pressure — Complete attacks from the front, side, and rear to trigger a burst of Poise damage.
Exhaustion Footwork — Use an emergency free dodge even when you lack Stamina. Emergency dodge cooldown: 20 seconds.
Trace Recovery — Counterattack an enemy that attacked your afterimage to recover dodge Stamina.
Sprint Relay — Kill an enemy with Momentum Slash to automatically target the nearest next enemy.
Isolated Hunt — Kill a marked enemy that is separated from other enemies to restore dodge resources.
Breath Renewal — For 2.5 seconds after a successful perfect dodge, Stamina regenerates even while attacking. This provides ongoing regeneration, rather than only an instant refill.
Phantom Swap — Press dodge again within the 3 seconds that your perfect-dodge afterimage remains valid to return to its location once. The return does not occur if a collision or an ongoing attack against the decoy makes it unsafe.
Trail Burst — Using a special ability reproduces one additional low-power attack around your recently recorded movement trail. Your character does not run along the path again.
Shadowless Flurry — With your last three direct attacks recorded, hit a Shadow-Marked enemy to replay a portion of their combined recorded damage once. Afterimages of the recorded body, weapon, and shield poses appear in sequence.
Four-Way Footwork — Change direction once during a perfect dodge.
Overflowing Life — Convert excess healing into a capped shield.
Emergency Stitching — At or below 30% maximum HP, complete the stitching delay without taking damage to trigger delayed healing.
Rooted — Ignore the first hit stagger received while attacking or defending. After activation, the effect has a 2-second cooldown; it does not provide continuous super armor throughout a heavy attack.
Rescue Signal — Link to a low-HP ally and share a portion of heavy damage they receive. In solo combat, this becomes a personal shield.
Impact Absorption — Prevent the first hit reaction while your shield is active.
Wound Target — Attack the enemy that injured you to shorten the stitching delay.
Breakfall — Press dodge while knocked down by a push to spend Stamina and get up faster.
Shared Life — Take shared damage over 4 seconds. This shared damage alone cannot reduce your HP below 1.
Burst Barrier — When your shield breaks, deal a Poise shock to nearby enemies.
Coagulation — Damage over time temporarily pauses stitching instead of canceling it.
Status Purge — While affected by Burning, Chill, or Lightning, press dodge to spend 18 Stamina and remove one status. If the cleanse succeeds, that input does not also perform a dodge.
Covering Shift — When your linked ally successfully guards or performs a perfect dodge, both of you gain a shield.
Reclaimed Armor — When a remaining shield expires, convert part of it into Stamina.
Gray Life — Store canceled stitching healing and recover it when you kill your Wound Target.
Learned Resistance — Temporarily adapt to the types of stagger, knockback, and knockdown you experience.
Relief Counter — Counterattack an enemy that attacked an ally to heal that ally.
Regenerative Veil — Generate a shield after an extended period without taking damage. Periodically limit damage from a large single hit.
Second Pulse — For 6 seconds after stitching completes, heal for 25% of direct attack damage dealt, up to a total of 12% maximum HP. This is not a resurrection effect.
Moving Fortress — Resisting a control effect temporarily increases your resilience but reduces mobility.
Last Bond — Prevent lethal damage to your linked ally once per round.
Parry Resonance — Store one Echo after a successful parry.
Ember Recovery — Gain an Ember when you kill an enemy while your special ability is on cooldown.
Cleansing Breath — Maintain maximum Stamina without taking damage to remove one debuff.
Encouraging Rhythm — A perfect dodge or parry restores Stamina to nearby allies.
Echo Cast — Consume stored Echoes to reproduce a supported effect of your next special ability once at reduced power. Requires an ability that supports reproduction and a valid target or location.
Stored Cast — Add a Poise wave to your next special ability based on how long you hold it after it becomes ready. Time spent on cooldown does not count.
Inversion — Briefly return a cleansed debuff to its source and store a seal that blocks one debuff of the same type. Against bosses, deal Poise damage instead of transferring the status.
Answering Guard — Counterattack an enemy that attacked an ally to grant that ally a shield.
Resonant Protection — Grant shields to nearby allies when Echo Cast actually consumes Echoes.
Split Circuit — Hit at least two different enemies with a single special ability to receive one cooldown refund. If the cooldown cannot be refunded, restore Stamina instead.
Seal of Purity — Maintain maximum Stamina without taking damage while free of debuffs to store a seal that blocks the next debuff.
Shared Mark — Attack the same enemy as an ally to create a Weak Point shared by the party.
Counterfrequency — During a brief grace period immediately after the parry window ends, consume an Echo to turn a late incoming hit into a normal guard. This cannot block attacks that force a guard break.
Lingering Field — Using a special ability leaves a sigil at the cast location for 3 seconds. It restores Stamina to you and allies nearby.
Composure Recovery — Stamina regeneration begins immediately after you remove a debuff.
Wave of Salvation — Your next parry heals nearby allies in critical condition.
Perfect Echo — After two consecutive parries, reproduce a supported effect of your next compatible special ability once more from the opposite side of the target. An afterimage using an actual character pose appears at the echo location.
Dual Ritual — Collect five Embers to store one reduced-power repeat of a compatible special ability. The Embers and stored repeat are consumed when reproduction succeeds on your next cast.
Soul of Purity — Cleansing a debuff or activating a seal weakens the debuff's source. When a seal activates, briefly gain debuff immunity and stronger direct attacks.
Spirit of the Battlefield — If someone on your side has this trait, an ally falling in battle briefly strengthens nearby surviving allies. Recipients do not need to own the trait themselves. In solo combat without allies, it becomes a personal emergency shield and buff.
Three-Hit Formula — Record the order of three successful light or heavy attacks as a combat formula.
Observation Point — Observe an enemy to reveal vulnerability windows during its attacks.
Recoil Cancel — When your attack is blocked, briefly gain the ability to cancel its recovery into another attack.
Threat Record — Record the fast, heavy, and ranged attack types used by enemies.
Formula Effect — Gain a free dodge, Poise damage, or Stamina depending on the formula you complete.
Critical Line — Land a hit during a vulnerability window to interrupt the attack or deal Poise damage.
Read the Move — After an enemy blocks your light or heavy attack, follow up against the same enemy with the other attack type. If that attack is also guarded, apply additional Poise pressure.
Response Card — Successfully respond to an attack with the appropriate countermeasure to store a Response Token.
Continue the Formula — A successful guard, parry, or perfect dodge briefly lets you continue your unfinished formula. Simply pressing dodge does not preserve it.
Error Correction — Accumulate non-critical Weak Point hits to make your next Weak Point attack a critical hit.
Feint — Press guard during an attack to perform a non-damaging feint that provokes a defensive reaction from normal enemies. This does not force bosses to react.
Tailored Riposte — A follow-up hit consumes your stored token. A fast-attack token slows the enemy; a heavy-attack token deals Poise damage; and a ranged-attack token restores Stamina and lets you ignore your next hit reaction once. Against bosses, the slow becomes Poise damage.
Accent — A precisely timed input during attack recovery strengthens your next formula effect.
Excess Precision — Convert part of your critical hit chance above the cap into armor penetration.
Create an Opening — Create a brief Weak Point on an enemy that reacts to your feint.
Tactical Sharing — Share analyzed attack information and vulnerability windows with allies.
Infinite Variation — Complete different formulas consecutively to reduce your special ability cooldown and gain a 2-second window for canceling attack recovery.
Single-Point Pierce — Land three Weak Point hits to make your next heavy attack penetrate defense.
Formless — Complete the sequence light attack hit → successful guard → heavy attack hit → dodge counterattack to freely cancel attack recovery for 3 seconds.
Solution Found — Temporarily lock out one attack type from a sufficiently analyzed normal enemy. Against bosses, this becomes a Poise debuff.
Afterimage Decoy, Shadowless Flurry, and Perfect Echo use actual character body poses and equipment. This update does not add 100 new attack animation montages, and the pose afterimages themselves do not deal an extra instance of damage.
Fractures, Weak Points, barriers, stitching, cleansing, parries, and ground waves use dedicated visuals suited to their roles. Traits that preserve conditions or adjust costs are represented through their associated activation effects, so not every trait node creates a separate burst.
Visuals may be omitted depending on effect settings and display budgets. Omitting a visual does not disable the combat effect of an unlocked trait.
Enemies can use the same combat effects when they possess the relevant traits and meet the required action conditions, but they do not automatically possess all 100 traits or activate them successfully in every situation. A normal dodge does not activate perfect-dodge traits. Each effect still requires its actual success checks and prerequisites, including appropriate dodge or charge actions, compatible special abilities, and valid allies or targets.
Special ability “echoes” and “replays” add one reduced-power reproduction of a supported effect. They do not repeat the original ability's full damage, cooldown behavior, and complete animations.
With so many new traits arriving in this update, some bugs or unexpected interactions may still appear across different trait combinations and combat situations.
Select the in-game “Send Feedback” button to open the Steam Discussions page through the Steam Overlay. Please feel free to share bugs you encounter, trait balance feedback, usability issues, and ideas for improvements.
When reporting a bug, please include the traits and weapon you used, your game mode and stage, and what was happening when the issue occurred. These details are a great help in identifying the cause. If possible, please include screenshots or a video as well.
We'll continue investigating issues and improving the game based on your reports and feedback. We look forward to hearing from you!
Thank you.