Combat and weapons
Updated
The combat the store describes is something you steer, not a cooldown bar you watch. Dodge out of danger, time a parry so the enemy staggers, then trigger an execution yourself. Around that, the cast mixes crushing melee, precise swordplay, ranged gunfire, and magical attacks. Status effects can wear a target down. You switch weapons and relics when the room asks for a different answer. That is the official model. A press demo added detail underneath it, and those extras should stay labeled as demo notes until the playtest confirms them.
What the press demo added
Wccftech described a three-hit string on the main melee weapon, two swings and a finisher, with the ranged weapon working the same way. Either weapon could be charged into an area attack. An execution bar filled as the fight went on. Parries staggered, but tougher enemies needed more than one. Projectiles, including magical bolts, could be parried and sent back. Dismemberment was shown as part of the brutality, not as a separate mode. The studio, in the Q&A, said they want the fight faster and more intense than a typical roguelite, closer to a dance you choose on purpose, and more barbarian than a straight copy of Hades.
None of those sentences name a damage number. No damage number is printed from a guess.
What the screenshots show without naming moves
Store images show health bars on the hero and on enemies, a yellow-white slash through a small foe in a bone-strewn clearing, a huge red figure with a curved blade in a tiled chamber, and a shield-bearing fight with a vertical lightning strike and a red arc. Red glowing objects sit on the ground in several of those shots. The images do not label them as health, currency, or loot. Their function is unconfirmed. The enemies page keeps the bestiary at the same standard: describe what is visible, do not name a monster the UI does not name.

How to practice the decisions
Until you have a build, the decision order is still useful. Parry when the hit is honest and you can see it. Dodge when the swing is too wide or you are already late. Spend the execution when it will actually finish the dangerous body, not the moment the bar ticks up, because the store says you trigger it yourself. Save weapon swaps for the room that punishes your current range. That advice follows the verbs they published. It is not a combo spreadsheet.
Warrior Memories change which weapons you even hold. Artifacts can add a mechanic or save you from a lethal hit. Dice are how the run upgrades the gear you are swinging. Builds is the page that puts those three in one order.
Verdict: Learn dodge, parry, and the self-triggered execution first. Treat three-hit strings, charged slams, and reflected bolts as demo features that fit the store's verbs, not as a move list with frame data.
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FAQ
Is there a block, or only a parry?
The store says parry. The demo also showed a shield block and a shield charge on a sword-and-shield kit. A universal block button is unconfirmed.
Are guns on every hero?
The store says the five heroes include shooting among the styles. It does not say every Memory has a gun. See characters.
Is friendly fire on in co-op?
Unconfirmed. Co-op covers rewards, not hit detection.
Where are the boss patterns?
No named pattern list exists. Bosses explains what is known about layer bosses and the unnamed brute in the screenshots.
Sources: Steam store page for app 5367670, checked 14 Nov 2026; Games Farm and Grindstone Steam announcement, 11 Nov 2026; Wccftech remote demo report and developer Q&A, 11 Nov 2026; Official Steam store screenshots, checked 14 Nov 2026