Honorfall is a PvP soulslike.
This is a solo-dev project in early development.
Smoothly maneuver up and over many obstacles or platforms around the map. Activates dynamically when holding jump input.
Crouch while sprinting with enough speed to enter a fast slide, gaining momentum when moving downhill.
A well timed jump shortly after beginning a slide will exit the slide with an extra boost to velocity.
Directional dodge rolls or a quick backstep, with invulnerability frames.
Each character has a powerful ultimate ability. Ultimates are charged by dealing damage and can be activated when the meter is full.
Each character also has a playstyle-supporting passive effect.
Stat points define how your build plays. Base attributes like health aren't too low however, so you won't just fall over if you forget to level your vitality. Stat investments have diminishing returns; spread your points evenly for efficiency or go all in on a crafted build. Strength, Agility, and Intelligence scale your damage output with different weapons. You can't change your character during a match, so choose carefully.
Loadouts give your build options. There are three loadout slots and each loadout contains two weapon slots, two item slots, and one healing slot. You can swap your active loadout whenever you respawn during a match, so you can build flexibly with a variety of loadouts like melee/ranged/caster or reinforce a playstyle with complementary variations.
All melee weapons have a combo attack as well as sprinting, jumping, and crouching attacks. Some weapons of similar types share these movesets but may have subtle variations.
Some melee weapons have heavy attacks which can be held to charge up. Fully charged heavy attacks often have alternate animations and/or additional effects.
Some melee weapons have defensive options: block, parry, deflect.
Bows are simple: aim and draw back, then fire to release an arrow. The rest is all in your hands; precision and timing. More ranged options are coming to expand this pool (crossbows, throwing knives). Caster items are also coming to bring a variety of beams, projectiles, and other spells to the battlefield.
Each weapon has a unique skill to stand out beyond its moveset. Most weapon skills have cooldowns, so you'll want to be swapping weapons to get the most out of them and best suit the situation.
There are many items to expand your builds, including thrown flasks that explode with elemental damage, a variety of short to long duration buffs, and runes with powerful effects when cast. You'll always have one healing item, but you choose which type. Passive items are coming to give options for consistent bonuses, and maybe doubling down on character passives.
In Control, two teams of three must capture and then hold the central location to gain points and win the match. Each team has a set spawn area on either side of the map and respawn duration increases the longer the match goes on.
In Sigils, two teams of three compete to collect each others' sigils. Sigils drop on death and can be collected by either enemies or allies. Sigils denied by an ally grant no points. The only way to score is to kill and collect.
In Deathmatch, six players compete for placement by kills in a true free-for-all.
In Duel, two players compete directly with no objective but to eliminate each other.
All game modes other than Duel have mega and mini buff pickups around the map. These buffs respawn on timers so controlling the map is key to success. Mega buffs grant very powerful effects for a limited duration. Mini buffs grant small effects but they are permanent and stack infinitely, only expiring on death. Stay alive and scale up.