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Steam News30 April 20262mo ago

Devlog #6 - Player Auto Attack & First Enemy

This week we focused on two important gameplay foundations - player auto attack and our very first enemy. How does the player’s attack work? We’ve implemented the first version of the player auto attack.

Full notes

Full Dominus Automa update

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What changed

0 fixes2 additions3 changes0 removals
  • Gameplay
  • Balance
  • Maps
changedThis week we focused on two important gameplay foundations - player auto attack and our very first enemy.
changedWe’ve implemented the first version of the player auto attack. From now on, your hero can automatically attack nearby enemies. Enemies don’t deal damage yet - but that’s coming soon for now, they serve as targets for the auto attack system.
addedFirst Enemy - “Cube” We’ve also introduced our first test enemy. At this stage, it’s a simple prototype that allows us to test:
changedtaking damage
addedIt doesn’t have a final look yet - its main purpose is to help us build the foundation for all future enemies. Every system we create now (health, behavior, reactions) will be expanded and reused as development continues. From this point on, we’ll be heavily iterating on combat feel, feedback, and variety. Let us know what you think - what types of enemies would you like to see in the game? If you haven’t added the game to your wishlist yet, you can do it here:

This week we focused on two important gameplay foundations - player auto attack and our very first enemy.

How does the player’s attack work?

We’ve implemented the first version of the player auto attack. From now on, your hero can automatically attack nearby enemies. Enemies don’t deal damage yet - but that’s coming soon for now, they serve as targets for the auto attack system.

Steam post imageOur goal is to make combat feel smooth and responsive, while still giving you control over priorities and character behavior. Your character detects an enemy, moves into a defined range (depending on whether it’s a melee class or ranged), and attacks. In the future, we’ll expand this with more advanced logic, targeting rules, skill interactions, and animations.

First Enemy - “Cube” We’ve also introduced our first test enemy. At this stage, it’s a simple prototype that allows us to test:

  • enemy targeting

  • taking damage

  • basic combat interactions

It doesn’t have a final look yet - its main purpose is to help us build the foundation for all future enemies. Every system we create now (health, behavior, reactions) will be expanded and reused as development continues. From this point on, we’ll be heavily iterating on combat feel, feedback, and variety. Let us know what you think - what types of enemies would you like to see in the game? If you haven’t added the game to your wishlist yet, you can do it here:

Dominus Automa

That’s it for today,

See you in the next devlog!

Source

Steam News / 30 April 2026

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