"What if the battlefield itself was your greatest weapon?"
In Lux Aeterna, position is everything. Knockbacks, chain reactions, and carefully planned abilities let you manipulate enemies like pieces on a collapsing chessboard. A well-placed hit can send an enemy crashing into an unstable barrier or delayed explosion, creating devastating combos that turn the tide of battle.
Here's a quick look at how Lux Aeterna’s combat is evolving. Every new system builds toward a battlefield that fights back:
Each ability in Lux Aeterna has been picked from a much larger pool to ensure distinctiveness. Right now, only 4 abilities are implemented, but each one lays the groundwork for an expanding toolkit that gives every character their own identity.
Two new ability types are currently in the works, expanding the ways you can manipulate the battlefield:
- A dynamic tile obstacle - Blocks traversal and doubles as a hazard. Be warned, too many impacts and it might detonate.
- Tethering - A signature mechanic for the hunter archetype; the ability to tether enemies to objects... or objects to walls... or enemies to enemies... the battlefield is yours to control.
In the meantime, here's the beginning of the Design Documents I've started to onboard anyone who might find the project interesting and want to help COUGH COUGH.
Thanks for checking out Lux Aeterna and remember: where light fades, The Void listens. Until next time.