The authors of the action game Ad Mortem showed details of the realistic combat system

The authors of the action game Ad Mortem showed details of the realistic combat system

Head On Studios has released a gameplay video dedicated to the features of the combat system in the action game Ad Mortem. The developers emphasize that the functionality shown is under active development and may change, but the project is already relying on realism, accurate hitboxes and high skill potential.

Ad Mortem uses a system with completely accurate hitboxes, where the position of the weapon on the screen corresponds to its position in the game world – no “phantom” hits or character hitboxes. Each blow has weight, and the hit is determined solely by the physics of the animation.

Players can deliberately manipulate the trajectory of a strike: speed up, slow down, “circle” blocks or change direction to bypass the enemy’s defense. However, there are restrictions – for example, you cannot “freeze” a weapon in the air or turn 180° during an impact.

Each weapon has its own characteristics: speed, range, types of animations and unique combos. Damage depends on the impact area – light blows to heavy armor are ineffective, while an attack on an unprotected neck can be fatal.

Any attack can be canceled (feint) or smoothly transformed into another (morph) – both options cost stamina and serve to confuse the enemy. These techniques vary in properties and depend on the type of weapon. At the same time, fake and morph are easily punishable if the opponent reads your movements.

The game also introduces the universal mechanics of the “bash” – a quick strike with low damage that interrupts the enemy’s actions and generates additional rage. Different weapons have their own bash properties.

Admortum is betting big on 3D positioning. The movement system supports jumping, sprinting, crouching, diving and jumping attacks. The player can evade by analyzing the enemy’s animation and angle of rotation. Each class has its own mobility parameters – from walking speed to inertia and acceleration. Light classes are the most maneuverable, heavy classes are more stable and powerful.

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Parrying in the game is positioned as a crucial, yet accessible mechanic. The timings are balanced so that any player can defend himself, not just masters with superhuman reactions. A successful parry uses up stamina, but opens the window for a lightning-fast riposte – a quick counterattack that deflects subsequent attacks from the enemy.

An important detail is that in Admortum you can even parry bullets, and a skilled player is able to deal with several opponents, despite being outnumbered.

Striking and successfully parrying will generate Rage, which can be spent on unique class abilities and enhanced weapon techniques. These aren’t “ultimates” in the traditional sense, or a “win” button, but the proper use of rage enhances your fighting style, creates a snowball advantage, and gives you access to powerful moves. In co-op modes, such skills can be upgraded to “unnaturally strong” levels.

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