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Update notes via Steam Community

Combat in Resurgis has changed significantly.

Based on feedback from our previous Playtests and our own testing, we’ve reworked several core parts of the combat system.

The goal of this update isn’t simply to add more features. We wanted parrying, energy management, animations and visual feedback to feel like parts of one connected combat system.

⚔️ Reworked Parry System

The parry mechanic has been extensively redesigned.

Timing, animations and combat feedback have been adjusted to make parrying feel more integrated with the overall flow of combat.

⚡ Redesigned Energy System

Energy is no longer just another resource bar.

It is now more closely connected to your actions during combat and has a much stronger visual presence in gameplay.

✨ Energy-Reactive Sword Effects

Your sword's visual effects now change depending on your current energy state.

This makes energy something you can read directly from the character and combat itself instead of relying entirely on the UI.

🎬 New Combat Animations

We've also added new combat animations and reworked several existing ones.

These changes are intended to improve the feedback and overall flow of attacks, parries and combat encounters.

🎮 Try the New Playtest

All of these changes are now available in the Resurgis Playtest.

We'd especially like to hear your thoughts on:

  • How does the new parry system feel?

  • Is the energy system easy to understand during combat?

  • Are the energy-based sword effects clear enough?

  • How does combat feel compared to the previous version?

Your feedback plays an important role in shaping the combat system of Resurgis.

Jump into the Playtest and let us know what you think.

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