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How We Create Deep, Dynamic Combat in Tsarevna

[p]My name is Alexander, and I’m the Lead Game Designer on Tsarevna. Today I’d like to share our approach to creating dynamic combat in the game.[/p][p][/p][p]In any slasher, the combat system plays a key role. It should give players a sense of power, rhythm, and constant movement. When developing Tsarevna, our goal was to achieve exactly that: large arena-style group battles where players constantly test their skills - timing, dodging, positioning, and attack combinations.[/p][p][/p][h3]Starting the Process[/h3][p]Our main character is the Tsarevna. Her combat style is inspired by ballet: grace, precision, pirouettes, jumps, and precise timing.[/p][p]Tsarevna’s combat system includes several types of attacks:[/p]
  • [p]Launch attacks that send enemies into the air[/p]
  • [p]Area attacks that hit multiple targets[/p]
  • [p]Wide, sweeping strikes against groups of enemies[/p]
  • [p]Ranged attacks effective against flying enemies[/p]
[p]In contrast to this elegance, we needed enemies that would feel dangerous and natural within the dark fantasy world of the game.[/p][p]In slashers, there is usually a core set of enemy archetypes:[/p]
  • [p]Standard melee enemy - the main opponent that constantly pressures the player[/p]
  • [p]Tank - a powerful enemy with strong defenses that requires more strategy to defeat[/p]
  • [p]Ranged enemy - an enemy that attacks from a distance and forces the player to dodge and reposition[/p]
[p]These archetypes form the foundation of combat dynamics. Additional, more unusual enemies can then be introduced on top of this structure.[/p][p][/p][h3]How We Started Solving the Problem[/h3][p]Work on the enemies began with defining a gameplay request. We needed opponents that would support the combat system’s dynamics, introduce different types of threats, and push the player to use the full range of Tsarevna’s movement and attacks.[/p][p]Once the core gameplay roles were defined, we started looking for an appropriate narrative and visual foundation. The team turned to Slavic mythology and burial traditions.[/p][p]This is how we arrived at the concept of the restless dead who died an unnatural death and were unable to find peace.[/p][p](You can read more about this in a separate devlog written by our narrative designer.)[/p][p]This idea fit perfectly into the world of the game. On one side we have the living and elegant Tsarevna, whose movements resemble a dance. On the other - creatures of the otherworld that embody chaos, death, and primal force.[/p][p]This contrast became an important part of the atmosphere of our combat encounters.[/p][p][/p][p]By the way, the Cat Bayun shown in some screenshots is not an enemy - he accompanies the Tsarevna on her journey.[/p][p][/p][h3]Enemy Archetypes[/h3][p]Next, we developed enemy archetypes that support the intended combat dynamics and gameplay goals.[/p][p]Upyr - the basic enemy.
In Slavic folklore, an upyr is a restless undead creature. In the game, it overwhelms the player with numbers and aggression, constantly applying pressure.[/p][p]Upyr Warlord - our tank.
Once a war commander who died in battle, he is now a heavy enemy armed with a spear and shield, capable of holding defensive positions and posing a serious threat in close combat.[/p][p]Soothsayer Crow - a flying ranged enemy.
It attacks from the air, performs sudden dashes, and forces the player to pay attention not only to the ground but also to threats above.[/p][p]Indrik - a special enemy type.
This creature searches for open flanks and charges from a distance, testing the player’s ability to react quickly and dodge at the right moment.[/p][p][/p][h3]Designing Combat Arenas[/h3][p]After defining the enemy archetypes, we began designing arenas and enemy combinations.[/p][p]Different enemy setups create different gameplay challenges and force the player to adapt to the situation on the battlefield.[/p][p]For example:[/p][p]Upyr + Soothsayer Crow
The player must control a crowd of enemies on the ground while also watching for attacks from above.[/p][p]Upyr + Warlord + Indrik
The Warlord keeps the player engaged in close combat, the upyrs apply pressure with numbers, and the Indrik attempts to strike from the flank.[/p][p]These combinations create dynamic encounters where the player constantly analyzes the battlefield and uses the full range of Tsarevna’s combat abilities.[/p][p][/p][p]We continue to expand the combat system and share more details about development in our devlogs.[/p][p]Add Tsarevna to your Steam wishlist:[/p][p][dynamiclink][/dynamiclink]And join our Discord community to talk with the team and follow the development of the game: https://discord.gg/DazDMWa8mm[/p][p][/p][p]
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