When a weapon connects, we want rewarding impact. When an enemy attacks we want players to feel the need to dodge or block.

“For fans of stealth we also allow characters to crouch, making them invisible to other players (and monsters). Just don’t let them get too close!”

Over time your character will become hungry (losing fullness). That resource also ties into combat, in some ways like a traditional stamina bar would. Basic combat actions, such as a light melee swing, reduces your fullness by a very small amount. Actions, such as dodge, have a slightly more noticeable effect.

While starving, your character takes damage over time, all combat actions are slower, and your attacks deal less damage.