Devlog Tales of the Ancients

Devlog #2

Combat as a Foundation, Not a Feature

Devlog atmosphere • concept frame

Devlog #2

Combat as a Foundation, Not a Feature

Combat is often treated as a layer added late in development. For Tales of the Ancients, we chose the opposite approach.

Combat scene
Combat — duel tension

Why Combat Comes First

Combat defines pacing, space, and player behavior. If combat is deliberate and punishing, the world must breathe — and that shapes everything.

The Role of Stances

Stances introduce intentionality into every encounter. Switching is not about optimization — it is about reading the situation and committing to a choice.

Early Failures

Early iterations leaned too heavily toward complexity. We stripped it down, rebuilt the foundation, and focused on feel. Only after that did depth return naturally.

Combat and World Design

Enemy placement became deliberate. Open spaces gained purpose. Narrow passages became dangerous. Level design started serving tension.