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Guidus Zero Dev Team Interview #01



Hello, this is Guidus Zero.

Until now, we’ve mainly shared updates about game content and new features.
But this time, we’re switching things up with something a bit more personal.

We’re starting a new Dev Team Interview series to share the untold stories behind the game—what the dev team was thinking during development, the design choices behind certain systems, and everything in between.

Our very first topic? One of the core systems that caught the attention of so many players: the combat system of Guidus Zero.
Real-time grid-based combat has been one of our most experimental and carefully refined mechanics.
In this interview, we’ll walk you through how it all began and how far it’s come.

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[h2]How Was the Guidus Zero Combat System Created?[/h2]
Guidus Zero’s combat system is something you don’t see every day. It’s real-time, but instead of free movement, it’s built on a grid-based action system.
So, how did this unusual design come to be—and what challenges did we face while improving it? Here’s the story from the dev team.


[h3]🔵 We Didn’t Set Out to Make a “Different System” From the Start[/h3]
The idea for the combat system actually came from a fairly simple place.
Most of our team preferred top-down views over side-scrollers and had experience with pixel art. So, naturally, the foundation became top-down and pixel graphics.

At first, we considered free movement, but we wanted players to be able to identify targets and danger patterns clearly. That desire for more readable action led us to adopt a grid-based movement and combat system.

We didn’t realize at first how rare this system was. It wasn’t until almost two years into development that we discovered most grid-based games are turn-based or rhythm-based.
That meant we didn’t have many references to draw from, so fine-tuning the controls and pacing took a long time, and it remains something we’re continually improving.


[h3]🔵 Keeping Combat from Getting Repetitive[/h3]
Once we had the base system working, the next challenge was avoiding repetition.
The core rules were simple, but that also meant the combat could quickly start to feel predictable.

To avoid this, we wanted to introduce exceptions—ways to break or bend the rules.
We looked to action games, fighting games, and roguelikes to find engaging mechanics that we could adapt for Guidus Zero.
Things like attack cancels, dodging rolls, and enemy patterns all came out of that effort. Of course, making them feel natural within the grid-based system took a lot of work.

[Bosses with Diverse Attack Patterns]

Parries and Perfect Guards are also being tested internally, and if we get the chance, we’d love to introduce them alongside new characters.


[h3]🔵 How We Made Different Playstyles Possible[/h3]
We wanted players to be able to build different combat styles within the system’s simple rules.
So we broke combat down into three layers:

- Direct control by the player

- Effects granted by Artifacts

- Synergies between those Artifacts

With this layered approach, we were able to develop characters with distinct identities—a balanced type, a melee fighter, a stack-based wizard, and more to come.
Combined with the Artifact and Spirit Bond systems, this allows for a wide range of playstyles.

[Characters with Distinct Playstyles]

This system also builds on our experience with our previous mobile game, Guidus.
In fact, the Spirit Bond mechanic evolved from a grid-based buff system we explored back then.


[h3]🔵 Player Feedback Made the System What It Is Today[/h3]
It’s no exaggeration to say that the current system—including the feel of the controls and combat balance—was completed thanks to your feedback.

In the early days, movement and attacks weren’t even separate. You’d trigger an attack just by walking toward an enemy.
Attack timing, input buffering, and responsiveness were all much rougher than they are now.
But, thanks to your suggestions, we were able to tune values and restructure the system to feel much smoother and more intuitive.
For example, we used to have multiple monster waves appear in the same room.
Now, based on your feedback, we’ve changed it to one wave per room with more rooms overall—a big change that came directly from community input.

[Improved Room Generation Logic]

We're also continuing to adjust Artifacts and Spirit Bond balance, how skills operate, and even narrative elements, all based on the feedback you've shared.
Once again, we would like to thank everyone who has sent us their thoughts.


[h3]🔵 So, What’s Next?[/h3]
The next big change will be our upcoming control improvements patch, which will include:

- Move while attacking:
You’ll be able to cancel attack animations and move immediately when pressing a direction key mid-attack. This should eliminate the feeling that inputs are being ignored.

- Dedicated thrust-attack key:
The thrust attack—previously triggered by combining direction and attack—will be moved to its own dedicated key, making it more reliable and easier to use strategically.

- Dodge improvements:
Dodging will now cover two tiles and can pass through enemies, boosting your mobility during battle.

You’ll be able to try these changes early in our upcoming Playtest. We hope you’ll take part and share your thoughts!
We’re also in the final stages of developing new content that will conclude the main story: a brand-new stage, new monsters, and the final boss encounter.

[New Boss: Valtharos]

And that’s not all. We’re also preparing new event rooms, new Artifacts, new Spirit Bonds, and even the previously teased new playable character.


[h3]🔵To Wrap Things Up[/h3]
The Guidus Zero combat system wasn’t built from a desire to be different.
It was gradually shaped into its current form through ongoing refinement, and your feedback was the most essential part of our journey.

There’s still more to come.
We’ll continue listening to your ideas, so feel free to share your thoughts through the community or by leaving a review.
We genuinely believe that this game is something we’re building together with all of you.

Thank you! 🙌

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We hope this interview gave you a glimpse into how the combat system of Guidus Zero wasn’t just a novel idea—but the result of countless iterations and your support.

We’ll be back with more interviews covering topics like the story, control system, character creation, and more.
If you have thoughts or questions about the game, leave them in the Steam Community discussion board.
And if you’re enjoying Guidus Zero, a review on the store page would mean the world to us. 🙌

Thanks for reading—we’ll see you in the next interview!