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Entering the Loop #2: The Mechanics of Lemnis Gate

Welcome to the second 'Entering The Loop' article for Lemnis Gate, Operatives!

In this week's post we will be diving deeper into the core mechanics of Lemnis Gate and illustrate some of the ways you can turn time into a weapon.

As we discussed in our last article, Lemnis Gate is a turn-based combat strategy first-person shooter with a unique twist. Each player will take turns adding operatives into a 25 second time loop to create a set of actions. Once you've completed your turn, your opponent will have their chance to execute their own plans. As the matches unfold, each turn will loop and be layered on top of the ones that came before, letting you really flex your creative thinking. Bullets fired in round one will be fired again and again in subsequent rounds,  exactly the same, unless you're able to affect the timeline, of course.
Strategic thinking and tactical planning is key to winning. Execute plays that disrupt the timeline and run circles around your opponent and leave them in the dust. Try to anticipate their moves before they happen and perform actions that could be advantageous in subsequent rounds. A well-placed grenade in an open doorway in round one might funnel enemy operatives to a different area, for example. If you then use the subsequent rounds to set up firing corridors where you've led them, you should easily be able to take out several enemies at once. Fourth dimensional thinking is key to victory in Lemnis Gate, but so is choosing the correct operative for the situation at hand. We'll get more into that next.



There are several operatives available to choose from at the beginning of each round, but with only 5 rounds in a match you will need to plan ahead and pick strategically. Each comes equipped with a unique weapon and ability that make them highly useful in combat. These abilities range from purely offensive or defensive, to traversal abilities or other ways to give you an advantage. We've already discussed Kapitan's frag grenades and KARL's Protection Orb, and there's more to share in the coming months.

It's important to assess the situation at hand, the map, and your strategy when choosing which operative to send into battle. In one situation you may find sending KARL or Toxin out early to be beneficial as they can create defensive positions or traps to use later on in the in the match. However you may also find that picking an operative with the goal of making early claims on an objective works better instead! Every opponent and match will be different; it's important to be adaptable when your best laid plans potential get diverted!



Your strategy also needs to account for the fact that death is not the end when you're fighting in the fourth dimension! If one of your operatives falls to an enemy attack they're not out of the match thanks to Ghost Mode. You can finish out your operative's turn and record potential actions for future turns. If you then take out the enemy who killed your operative, said operative will come back and play out their turn as you recorded it in Ghost Mode. This can cause a cascade effect further down the timeline and potentially disrupt further plays. 

Let's illustrate it further with an example. Player A sends out Toxin in their first round and blankets several areas in toxic material. On their own turn, Player B sends out Kapitan and manages to take out Toxin halfway through the round. Toxin's remaining actions have been erased from the timeline. They will continue to play out in Ghost Mode, but won't affect the battlefield. In response, Player A sends out their own Kapitan. They are able to kill Player B's operative before they take out Toxin, restoring Toxin to the timeline. Her actions will then play out as they did in round one, and the battle has turned in Player A's favour! This is just one of several ways that the fourth dimension comes into play in Lemnis Gate.



Between turns you can use a special Reconnaissance Drone to observe everything happening on the map, and use that information to further plan or adapt your strategies. The Drone is highly maneuverable, letting you check all corners and angles of a given map. All actions from previous rounds will play out in front of you, including Ghost Mode actions, so use this opportunity to consider your strategy or try and predict your opponent's future plays. A smart player is always ready to adapt their strategy to new developments.

We are incredibly excited to see how players use the 25 second time loop, Ghost Mode, and the Reconnaissance Drone to their advantage. Will you dominate from round one, or play the long game and turn the tide in your favour in the final round? Are there any strategies already coming to mind? Sound off in the comments and let us hear them!

There's more to come from Lemnis Gate in the next few weeks and months. We will be diving into the game's lore and backstory (It involves humanity's potential extinction), and you will also get to hear more about the different Game Modes and Match Types that you can play. 

Don't forget to follow us on TwitterFacebookInstagram or YouTube, or join our Discord server to chat with the community and get exclusive reveals. Finally, don't forget to add Lemnis Gate to your wishlist on Steam.

https://store.steampowered.com/app/950180/Lemnis_Gate/