[p]Corel isn’t just crumbling, it’s boiling, flooding, seeping, and twisting into something unrecognizable.[/p][p]When we decided the world itself should be both your sharpest blade
and the trap beneath your feet, we knew we were signing up for a fight behind the scenes.[/p][p]From day one, we set out to go beyond “elemental combat” as you know it. We wanted a living, reactive battlefield… a place where Lava, Water, Waste, and Delæther (Corruption) slam into each other, reshape the ground under you, and open up unexpected tactical plays.[/p][p]It’s thrilling, it’s unpredictable… and if we’re not careful, it can turn into pure visual noise. In fact… it already has. More than once.[/p][p]We’re still chasing that sweet spot between chaos and clarity. Honestly, it’s one of the toughest battles we’re fighting right now.[/p][p][/p][h2]The Beauty and the Beast of Systemic Chaos[/h2][p]There’s a unique rush when a fight spirals into a chain reaction you didn’t entirely plan… but you still somehow own.[/p][p]You slam as a Waste-infused One in Water shape into a Lava stream, the puddle flares into Burning Waste, flames racing upstream toward the lava pool you were standing beside a heartbeat ago.[/p][p]Like if instinct kicked in, you systematically shift into Steam form, launch sky-high, and if you are fast enough… dive into a brutal aerial finisher.[/p][p]Moments like this are magic, but they’re also dangerous from a design perspective. Because if everything reacts with everything, you don’t get strategy… you get noise. And noise kills clarity.[/p][p]That’s why we’ve been radicalizing and simplifying the system down to four fluids, clean rules:[/p]
- [p]Lava + Water = Rock – Terrain change, slow effects, buy you time.[/p]
- [p]Lava + Waste = Burning Waste – Spreads through lava, burns on contact.[/p]
- [p]Water + Waste = Rock – Less flashy, but perfect for crowd and chaos control.[/p]
- [p]Delæther – We’ll talk about this one another time. It’s special… the scary kind of special.[/p]
[p]Every reaction needs to be instantly readable, so you can use it in the moment, not just admire it before it kills you.[/p][p][/p][p]
![]()
[/p][p][/p][h2]Turning Hazards into Highways[/h2][p]Your Water form isn’t just for sliding around looking stylish. In Fading Echo, we wired the fluids straight into your movement, so every hazard on the battlefield can double as a mobility tool, if you’re bold (or reckless) enough to use it.[/p]
- [p]Waste + Water Shape = Explosive Jump – Fling yourself into the air for surprise aerial strikes or to reach platforms way out of your normal jump range.[/p]
- [p]Lava + Water Shape = Steam Form – Boost your mobility in ways we probably shouldn’t encourage… but absolutely do anyway.[/p]
[p]These mechanics make combat feel less like a straight fight and more like performance art in a collapsing physics lab.[/p][p]And then there’s your dash… One’s first, clumsy experiments with limited Maze travel. Narratively, she’s bending reality’s rules for a heartbeat. Technically? You blink.[/p][p][/p][p]
Did You Know?[/p][p]
Our Level Designers have a wicked sense of humor. They’ve hidden a handful of small, secret areas that can only be reached if you push elemental movement to its absolute limit… and tucked away inside each one is a Lost Perk (special abilities you can later learn and equip… but that’s a story for another devlog).[/p][p]
Case in point: a few weeks ago, while frantically trying not to die after a chain of chaotic moves, we accidentally landed in one of these secret zones. One of our LDs happened to be watching, smiling like a cat with a canary. That little hideaway had been sitting there, undiscovered, for two months. Wicked sense of humor… pure Cow Level energy.[/p][p][/p][h2]Killing Blow Chemistry[/h2][p]We didn’t stop at big environmental reactions. Land the right fluid against the right foe, their counterfluid, and you’ll unlock a special physical combo attack (name still brewing in the lab): fast, brutal, efficient takedowns that let you end the fight with emphasis.[/p][p]It’s the difference between
winning… and making a point.[/p][p]These combos are where the system’s depth really flexes, but they’re also a balancing act for us. Too many “hit now!” prompts, and the player’s rhythm collapses into a QTE spam-fest. Too few, and the mechanic feels like a forgotten party trick.[/p][p]The goal: make them rare enough to feel like a reward, clear enough to trigger in the heat of chaos, and satisfying enough that you’ll grin every time you pull one off.[/p][p][/p][p]
![]()
[/p][h2]The Clarity War[/h2][p]We’ll be straight with you: keeping this system readable is hard.[/p][p]Fluids move, blend, and spread in ways that can turn the battlefield into a shimmering particle soup if we let them run wild. Right now, we’re pushing for stronger visual identities so you can read a situation at a glance, even mid-dodge. We want you to feel the terrain change beneath you depending on the fluid it’s made of, and yes, we’re also working on distinct sound identities for each… probably. Long story short: there’s a lot of feedback work in the pipe.[/p][p]We’re also cutting reactions that sound cool on paper but clutter the fight in practice. That’s the core of our radicalize and simplify approach: if you can’t understand it in a second, it’s gone.[/p][p][/p][p]
Did You Know?[/p][p]
Combat has been the most-iterated system in Fading Echo since day one. Back in our early prototype builds, it felt great, simple, fun, chaotic in the right way. Then we started layering on systems: reactions, sub-reaction triggers, all the little edge cases that made us invent our own tech to handle fluids, the Grid (Ironically, that grid tech ended up making our later “radical simplification” a lot easier while keeping the systemic depth intact). We also built dedicated tech to wrangle mob AI and positioning. And still… it was a beautiful mess.[/p][p]
So now we have been stripping it back. Radicalizing the rules. Focusing on clarity. And here’s the twist: the more we cut, the more the combat is starting to feel tight, almost like a brawler… a far cry from the chaotic Diablo III-style mass battles we first imagined.[/p][p]
It’s taken time, plenty of false starts, and more than a few “back to the drawing board” moments. But for the first time in ages, it’s really clicking. Still lots of fine-tuning ahead… but yeah. We’re getting there. Been about two weeks now. :P[/p][p][/p][h2]Owning the Chaos (Eventually)[/h2][p]We’re not done. Not even close. Every week we stumble into new edge cases, moments where the system either sings or falls flat on its face, and we tweak, cut, or crank things up. Sometimes that means toning down a flashy effect; sometimes it means leaning in and making it
louder.[/p][p]The goal hasn’t changed: combat on Corel should feel like you’re surfing the edge of disaster, dangerous, stylish, and always one wrong move away from spectacular failure.[/p][p]We’ll get there. Maybe we already have. But the day you take a hit, grin through it, and know
exactly how you’re about to return the favor, in every fight, from the first swing to the last, that’s the day we’ll call it.[/p][p][/p][p]— The Emeteria Team[/p][p][/p][h3]
🌊 Flow with us[/h3][p]✨
Wishlist Fading Echo[/p][p]
Steam |
Epic Games Store |
PlayStation Store |
Xbox Store[/p][p]💬
Join the Echoverse on Discord[/p][p]And follow the adventure:[/p][p]
YouTube |
TikTok |
Instagram[/p]