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Pathbreakers: Roaming Blades News

Devlog #2 - The Combat System

Greetings Mercenaries!

During your adventures in Pathbreakers: Roaming Blades, you will face many challenges, and sometimes your fighting skills will be your only path to survival.
Battles will play a significant role in your journey. While you can always concentrate on other aspects, such as exploration or trading, to minimize conflicts as much as possible, you must remember that you are leading a mercenary band. If you wish to gain experience and improve as a fighter, there is only one way to achieve it. Only you possess the power to determine your party’s path: will you earn more coin by slaying bandits and monsters, or will you acquire your gold through trading? Still, one thing is certain: there is no mercenary without at least one bloodstain.



[h2]Combat Overview[/h2]
Pathbreakers: Roaming Blades features turn-based battles on a hex grid. The player can field up to eight units and has a roster of 14 mercenaries.

We chose a hex grid system, which is a better fit than a square for our higher count of deployed units and gives more prominent weight to positioning during battles. Creating a smart formation, such as deploying a sturdy frontline to protect backline units, is sure to play a role in your victory. Combined with an attack of opportunity system and zone of control passives for tankier classes, it gives the player a broad set of tools for controlling the battlefield, picking the strategy that suits their playstyle and enhancing the party’s skillset.

Fights can be triggered from various situations, most notably on the world map when encountering other units, but also in dungeons (which we'll dive deeper into in a later devlog) and from raiding enemy lairs situated across the world of Pathbreakers.

Battles are turn-based, and each unit will roll initiative at the start of every encounter. Typically, each unit has nine action points they can utilize during their turn to perform various actions. Moving from hex to hex consumes action points, depending on the difficulty of the terrain and other factors, such as the presence of water, fallen bodies, or being in a zone of control. Attacking and using spells or special attacks also incurs a certain cost in action points.

This means that you need to be careful when planning your offensive. Every action you take has a weight that can define the fight's outcome.



Pathbreakers is filled with diverse passives and abilities, many offering various options for managing action points. These options can increase mobility, enable more attacks, or reduce the action points of your enemies. Naturally, your foes will possess their own options as well…

You will also have numerous abilities at your disposal, including magic and skills, each with a different action point cost. Some abilities have additional effects, such as elements, buffs, or debuffs; others have a larger area of effect, and some may restore HP rather than deplete it. The aim is to provide players with options for various play styles and strategies.

The most basic goal of a battle is to eliminate the enemy forces, although different contracts and story missions could have varying objectives.



[h2]The Environmental Effects[/h2]
Battles can offer some environmental interactions triggered by elemental attacks. Water-based attacks will leave puddles behind, which makes the terrain harder to cross and can be used as a conductive surface. Electrical attacks can be used on water puddles and will propagate electrical damage to all units in that puddle. They can also be used on a dry surface that will leave behind an electrical mote, which fire attacks can detonate. This will cause an explosion in a small radius, damaging everyone in that range and so on. Some passives will augment or reduce the effects of environmental interactions, so you'll have options to focus on them or not, depending on your play style.

The elemental environment system is meant to give the player more options for different strategies, but it is by no means the only or best way of winning. The environmental damage is being carefully tuned to ensure it creates interesting options and opportunities, but that it doesn't create overwhelming opportunities. It's simply one more fighting tool in your rich arsenal. With the large variety of classes, passives, and elements at your disposal, you're free to focus on strategies and playstyles that work for you. Just keep in mind that mercenary life isn't easy, so you'll have to pick your options carefully if you don't want to be trampled by your adversaries.



[h2]Status Effects[/h2]
Taking down an enemy might be the simplest way to deal with them on the battlefield, but it's not always the best way. Pathbreakers: Roaming Blades includes several status effects to give the player various options. For example, Poison will decrease a unit's max action points by a certain amount for three turns, severely reducing their options on their turn. A well-placed Stun can give you some breathing room by skipping a unit's turn entirely, and Rooting an isolated unit will be especially effective on melee units.

Status effects are powerful and certainly worth using. To make sure they don't lead to problems, most of them will have the target build up an ever-increasing resistance to them the more they are used on the same target. So you'll be able to stun a unit but not stun-lock a unit, for example.

There is also a slew of positive status effects such as increasing damage, defense, or protecting from elemental damage. Some are more complex, like Invisibility or Mirror Image. A well-placed buff can open a world of options.

A unit could suffer an injury in battle as well. While status effects are usually only present during the battle and will vanish at the end, an injury is a special effect that will last for several days, although there are means of shortening that. If a unit falls in battle, they will suffer a major injury at the end of the battle. Major injuries don't wear off by themselves and will require the help of a specialized healer in town to be taken care of.

[h2]Post Battle[/h2]
Once a battle is won, you'll be rewarded with experience points for participating units and some spoils, including gold, trade goods, and equipment.
After a battle, most units will need to recover their expended mana and health over time, preferably using your caravan’s infirmary for faster recovery.


For players who want to see all the details and check what happened and how they can improve their strategy next time, every fight has a log of all actions taken and the rolls that happened during the battle.

Devlog #1 - Introducing the Mercenaries

Greetings Mercenaries!

The Pathbreakers: Roaming Blades staff is excited to present our first devlog! After an extensive design period, we’re ready to show our community, step by step, the various elements that compose the world of Pathbreakers.
Today, we are introducing you to one of the core aspects of our project: the Mercenaries.



[h2]Who are the Mercenaries?[/h2]
Mercenaries are playable characters in Pathbreakers: Roaming Blades. They can be recruited to become members of your party and accompany you throughout your adventure in the Stormtossed Isle.
You will be able to recruit Mercenaries at any local tavern. Once recruited, they will join your group and have up to two starter “traits”, which can be either positive or negative. As the name suggests, traits are attributes that characterize the Mercenary, making them unique from one another. They are tied to their class and can be modified by visiting a Trainer Building.
Completing dungeons and exploring the world of Pathbreakers: Roaming Blades will allow you to unlock more powerful traits. But beware: every Mercenary can have a maximum of four traits, so choose your cohorts wisely.

For new recruits, regardless of their level when you recruit them, you’ll be able to allocate their stats and skills from level 1, just the way you want. Other than being more expensive, there is no negative for recruiting a high-level unit, since they won’t start with preallocated attributes you might find suboptimal.
New units will start with randomized 'starter traits' and gear, so even though they all have the same potential, they might have some extra advantages.



Each mercenary class has a single base sprite, but you can change the skin and hair color of a mercenary, as well as select different colors for many parts of their armor and equipment in the customization section of the Tavern. Mercenaries' names can freely be changed as well.

Also, don’t forget that these people are mercenaries, and they will demand a salary for their services. It will ultimately be your choice to decide who is worthy of your group!



[h2]The Classes[/h2]
There are 8 different classes in Pathbreakers: Fighter, Knight, Scoundrel, Bard, Cleric, Mage, Ranger, and Monk. Your job as a leader is to find a synergy between these specializations depending on the situations you are facing and the duties that your Mercenaries will need to accomplish, from support to damage-dealing actions.

At every even level, the Mercenary will unlock a new active ability they can use in battle and a choice between 2 modifiers for said ability.
Ability modifiers can drastically alter how the skill works, allowing detailed customization options that will enhance your favorite approach during combat.

At every odd level, you can instead spend passive ability skill points. These have a wide range of effects and allow you to customize your Mercenaries uniquely.
Some passive abilities have simple effects, such as increasing damage or health. In contrast, others have complex effects, such as granting counterattack options, allowing a unit to survive a fatal blow, or equipping new gear.
At every level up, a mercenary gains a Stat Point increase to a specific attribute and another 2 points they can manually allocate to any 2 stats of their choosing. This allows you to direct their growth and specialty just the way you want.



In addition to having different abilities and passives, each class has different starting attributes, and will also differ in growth and the equipment they are proficient with.

Each of the 8 base classes has 2 different branches the player can take, leading to 16 advanced classes.
Basic classes can grow up to level 6, and then an advanced class can be selected, up to level 10, at which point their skill tree ends.

Starting at level 11, up to the level cap of 15, the unit becomes an elite unit. Each level gained past level 10 will not grant any more stat points, but the Mercenary will keep earning 1 skill point per level, which can be allocated to any passive they have.
Before that point, skill points could only be spent on passives gained at that level. This means that starting at level 11, a Mercenary can start picking passives that would have otherwise been mutually exclusive, unlocking a whole new level of customization.




Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/4nvNmasey2

The current state of Pathbreakers

Hello everyone!

Now that Pathbreakers: Roaming Blades has been officially announced, we've received questions about our plans and timelines and such, so here's what we have so far.

[h2]Release Date[/h2]
We don't currently have a clear idea of the release date, and there's still a lot of work to be done. It's an ambitious project, and as usual, we're not willing to compromise on quality to get it out the door faster. We believe sometime in 2026 for the final release is probably likely.

That being said, we are strongly considering an Early Access on Steam. We were very happy with the amount and quality of feedback we got for our previous game, Fell Seal, during its Early Access, and we're hoping for a similar result with Pathbreakers. As such, an Early Access sometime in 2025 is likely.


[h2]General flow of the game[/h2]
Pathbreakers: Roaming Blades is going to be a less "well defined" genre than Fell Seal was. It has more varied systems and gameplay mechanics and is, in essence, more "multi-dimensional" than Fell Seal in terms of gameplay.

When the game starts, you'll get to select one of many origin stories. An origin story has a protagonist, with their backstory, goals, and starting situation. There'll be an option to create a custom one as well.

From there, you'll start somewhere on the Stormtossed Isle, a large island populated by multiple factions, some friendly, some hostile. You'll be controlling a troop of mercenaries, with a general goal defined by your origin story. The game is meant to be very open-ended and you can pretty much do whatever you want for the most part. Each origin story character has their own story and goal, but you could put it on hold and focus on exploring the world instead. Think of something somewhat like Skyrim on that front.

As time passes, you have take care of your expenses: salaries, food supplies, new gear, recovering from battle injuries, etc., so you'll need some income. You can focus on contracts for your company, trading across the various cities, or exploring the wild island in search of grand discoveries. Or you could do all of those things, or even resort to banditry (which won't exactly give your company a sterling reputation, but it'll pay the bills).

Map exploration takes place on a large world map, filled with roaming enemies and populated with cities, dungeons, and lairs to discover. Lairs contain hostile faction leaders, often barricaded and enjoying favorable terrain. Battling them will yield rich spoils, but it'll be dangerous. Dungeons will have your protagonist walk around in dark and dangerous environments, filled with traps, patrolling enemies, and hidden passages. But dungeons can be as rewarding as they are dangerous, and unique riches can be found at their heart, including legendary equipment and holy statues that will bestow powerful traits upon your company.


As you progress through the game, your overall goal is to amass worthy mercenaries and equipment. Mold them up into glorious combatants through your selection of advanced classes, stats, abilities, passives and traits. Only in this way will you truly be ready for whatever awaits you at the end of your origin story.


[h2]Inspirations[/h2]
I think the closest match to what Pathbreakers is, would be a hybrid between Uncharted Waters: New Horizon (or Horizon's Gate) and Battle Brothers, which one could say are the 3 main inspirations for the game.

Pathbreakers has the same focus on exploration, trading, and combat as Uncharted Waters and Horizon's Gate, but with a combat system and contracts system more akin to Battle Brothers. The overall feel is closest to Battle Brothers, but with a significantly more complex trading system, a dungeon exploration system, and battles with more diverse options, through a system of classes and abilities. Each unit, at max level, will have access to 5 active abilities to use in combat, on top of the basic attack option and their equipped items. This leads to a lot more options on the battlefield and a more fantasy feel overall.


[h2]Visual style[/h2]
Anyone familiar with Fell Seal can easily tell that we've decided on a very different art style for Pathbreakers. We've opted for a more traditional pixelart style for this one. There's always pros and cons to these choices, but all in all, we're hoping this will be a net positive. The biggest upside of the new style is going to be much more detailed and smooth animations across the board for sprites.


Otherwise, just like for Fell Seal, Pathbreakers will be boasting a lot of customization options for your mercenary units and you'll be able to change the colors of various pieces of their attire.


Another style change is going to be on the UI front, where we've decided to design the game from the ground up for keyboard and mouse primarily. It should have a much more PC-style UI, with easy-to-access tooltips and a very mouse/hotkey driven UI. We'll have full gamepad functionality as well (we are targeting consoles as well after all, although nothing is confirmed yet), but the recommended input is going to be mouse and keyboard this time around.


[h2]In closing[/h2]
Remember to follow the Steam Pathbreakers: Roaming Blades page if you want the latest information about the game: we'll be focusing all our announcements right here!

- 6 Eyes Studio team