HomeGamesUpdatesPricingMethodology
Steam News7 November 20257mo ago

Devlog – Combat & Control System Updates

ARPG-Style Controls Movement is still WASD, but you target enemies by hovering over them with the mouse. Interactions and skill aiming are based on your mouse position.

In this update10

Full notes

Full Ashbound: Crown of Sin update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions12 changes1 removal
  • Gameplay
  • Balance
  • UI and audio
changedARPG-Style ControlsMovement is still WASD , but you target enemies by hovering over them with the mouse .
changedARPG-Style ControlsWhen hovering over an enemy, their HP and Guard bars are now visible.
changedARPG-Style ControlsDamage numbers appear at the enemy’s location when you hit them.
changedArchery & Ranged WeaponsHolding Ctrl opens a ranged weapon panel (currently only the bow is active).
addedArchery & Ranged WeaponsThis adds new flow options during combat: creating distance, applying pressure, and punishing openings .
removedRemoval of StaminaWe removed the stamina system entirely. Even softened versions of stamina (slowdowns, damage penalties, etc.) still interrupted combat flow .

Ashbound: Crown of Sin changes

changedMovement is still WASD , but you target enemies by hovering over them with the mouse .
changedWhen hovering over an enemy, their HP and Guard bars are now visible.
changedDamage numbers appear at the enemy’s location when you hit them.
changedHolding Ctrl opens a ranged weapon panel (currently only the bow is active).
addedThis adds new flow options during combat: creating distance, applying pressure, and punishing openings .

ARPG-Style Controls

  • Movement is still WASD, but you target enemies by hovering over them with the mouse.

  • Interactions and skill aiming are based on your mouse position.

  • When hovering over an enemy, their HP and Guard bars are now visible.

  • Damage numbers appear at the enemy’s location when you hit them.

This makes targeting more intentional and improves overall combat readability.

Archery & Ranged Weapons

  • Holding Ctrl opens a ranged weapon panel (currently only the bow is active).

  • While holding Ctrl, you can aim and shoot in the direction of your cursor.

  • This adds new flow options during combat: creating distance, applying pressure, and punishing openings.

Ranged tools now help shape the tempo of engagements.

Active Skill Slot System

  • We’re working on a system where you can assign abilities to Q, E, R, and F.

  • A few prototype skills are currently being tested to see how they affect combat pacing.

Parry-Only vs Unstoppable Attacks

Enemies now telegraph attacks in two colors:

ColorInteractionResult
Blue AttacksCan be parriedSuccessful parry triggers a counterattack. Failing a parry (or blocking instead) still results in taking damage.
Red AttacksCannot be blocked or parriedYou must dodge to avoid them.

This system emphasizes timing and decision-making.

Removal of Stamina

We removed the stamina system entirely. Even softened versions of stamina (slowdowns, damage penalties, etc.) still interrupted combat flow.

Now:

  • You can attack and dodge freely without artificial slowdown.

  • Combat remains fast, expressive, and aggressive.

We found that stamina was adding friction, not depth.

Dual Weapon Combat: Shortsword + Greatsword

We introduced a two-weapon combat flow:

  • Left Click: Shortsword combos

  • Right Click: Greatsword strikes

  • The two can be chained together smoothly in mixed combos.

Weapon identity:

WeaponStrengthsWeaknesses
ShortswordFast, consistent damageWeak at breaking Guard
GreatswordHits multiple enemies, strong Guard breakSlower, lower base damage

Additional nuance:

  • Some enemy types take reduced damage from the shortsword.

  • Shielded enemies are best handled with the greatsword.

Overall Direction

In terms of feel:

  • Controls: Inspired by No Rest for the Wicked

  • Combat flow: Aiming for a mix of Ghost of Tsushima and God of War

The core combat is shaping around: timing, pressure, counterplay, and flow.

That’s everything for now, thanks for reading! Feedback is always appreciated.

Source

Steam News / 7 November 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.