Devlog #2 - Melee Combat
https://www.youtube.com/watch?v=m6TUxSEuD18
Last Oasis features a fleshed-out directional skill-based combat system unlike any other in the survival genre. Where other games usually focus on ranged combat, leaving melee as simple as a single or at most two-button system, we introduce complex mechanics that allow players to improve their combat skills over time. Easy to learn - hard to master.
There is a multitude of options when it comes to types of weapons and styles of fighting. Players that prefer swift cutting attacks could go for one-handed swords and short axes, those interested in bone-crushing powers could pick long mauls or quarterstaffs with blunt ends, and so on. Each playstyle is viable and opened for players to explore and getter better at. While character progression may limit which weapons you can craft at the time, there is nothing that prevents you from picking up any weapon and fighting with it, allowing to experiment and finding your favorite instruments of war.
With the combat system being one of the core elements of Last Oasis, there are numerous elements for players to utilize while fighting. As expected in systems of that sort, players can freely attack from various directions and block incoming attacks. For those who would like to delve deeper into melee combat and improve their chances of survival during battles, we’ve developed some additional mechanics and are planning to introduce more interesting ways to fight. As an example, one of those features is chambering, which is an act of attacking your opponent right after their weapon started coming at you, resulting in parrying and hitting your enemy.
Concepts of some of Last Oasis weapons
Offering players opportunities for growth in terms of combat has always been an important goal for us. We’d like to see a game world where battles are not always won by the largest groups or the ones with more ammo. The skill factor tips the scale towards those who can handle their weapons better, providing the slightest chance to win even in the direst of situations.
Trying to create a very versatile system, we took inspiration from games with melee combat as their core, our own experiences developing fighting systems, and even real life sword fighting. We’re continuing to develop new features surrounding melee combat, tweak balance, attack timings, and a myriad of related values before Early Access using valuable feedback from our community.
If you’d like to ask us any questions about it or put suggestions up for discussion, our Discord server is the best place for it.
Last Oasis features a fleshed-out directional skill-based combat system unlike any other in the survival genre. Where other games usually focus on ranged combat, leaving melee as simple as a single or at most two-button system, we introduce complex mechanics that allow players to improve their combat skills over time. Easy to learn - hard to master.
There is a multitude of options when it comes to types of weapons and styles of fighting. Players that prefer swift cutting attacks could go for one-handed swords and short axes, those interested in bone-crushing powers could pick long mauls or quarterstaffs with blunt ends, and so on. Each playstyle is viable and opened for players to explore and getter better at. While character progression may limit which weapons you can craft at the time, there is nothing that prevents you from picking up any weapon and fighting with it, allowing to experiment and finding your favorite instruments of war.
With the combat system being one of the core elements of Last Oasis, there are numerous elements for players to utilize while fighting. As expected in systems of that sort, players can freely attack from various directions and block incoming attacks. For those who would like to delve deeper into melee combat and improve their chances of survival during battles, we’ve developed some additional mechanics and are planning to introduce more interesting ways to fight. As an example, one of those features is chambering, which is an act of attacking your opponent right after their weapon started coming at you, resulting in parrying and hitting your enemy.

Offering players opportunities for growth in terms of combat has always been an important goal for us. We’d like to see a game world where battles are not always won by the largest groups or the ones with more ammo. The skill factor tips the scale towards those who can handle their weapons better, providing the slightest chance to win even in the direst of situations.
Trying to create a very versatile system, we took inspiration from games with melee combat as their core, our own experiences developing fighting systems, and even real life sword fighting. We’re continuing to develop new features surrounding melee combat, tweak balance, attack timings, and a myriad of related values before Early Access using valuable feedback from our community.
If you’d like to ask us any questions about it or put suggestions up for discussion, our Discord server is the best place for it.