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Combat philosophy
The developers describe Blight: Survival's combat as a "hybrid between Dark Souls and Mount & Blade." From Dark Souls, it takes the weight and deliberateness, the stamina bar that punishes button mashing, and the read-and-react pattern of fighting tough enemies. From Mount & Blade, it takes the 5-directional attack system where the angle of your swing matters. The combination produces something distinct from either source. Dark Souls is third-person action with rolls and i-frames. Mount & Blade is first-person with directional swings. Blight: Survival uses a third-person camera and deliberate Souls-style pacing, then layers Mount & Blade's directional depth on top.
Directional attacks
Players can attack from five different directions. Certain attack angles are more effective against specific enemies depending on their armor coverage, exposed body parts, and defensive stance. A heavily armored knight might shrug off a horizontal slash to the breastplate but be vulnerable to a thrust at the neck gap. This adds a layer of tactical thinking to every encounter that goes beyond just timing your attacks correctly.

Core mechanics
The combat system includes the following actions:
Feature | Description |
|---|---|
Light attacks | Faster swings that consume less stamina |
Heavy attacks | Slower, more damaging swings that cost more stamina |
Parrying | Timed blocks that open enemies to counterattacks |
Dodging | Evasive movement to avoid attacks |
Blocking | Holding a defensive stance with a shield or weapon |
Shove kicks | Close-range pushes to create space between you and an enemy |
Tackles | Charging moves that knock enemies down, opening them to follow-up attacks |
Shoulder tackles | A variant of the charge that can stagger enemies out of their stance |
Grapples | Close-quarters grabs that let you manhandle an enemy for a follow-up blow |
Stealth finishers | Silent kills from behind or from hiding (see Stealth) |
Posture system
Beyond raw health damage, players can attack an enemy's posture. Landing successive hits or well-timed parries damages the enemy's stance until it breaks. Once an enemy's posture breaks, they stagger, leaving them open to a charge, a grab, or a devastating follow-up blow. The posture system rewards aggressive but measured play. Rather than chipping away at a heavily armored foe's health bar, breaking their posture creates openings that bypass their defenses entirely.
Stamina
A stamina bar governs all physical actions. Swinging, blocking, dodging, and sprinting drain stamina. Run out and you're left staggering, unable to defend yourself. Managing stamina under pressure, especially when multiple enemies close in during a co-op run, is where the skill expression lives. The system punishes panic swinging and rewards players who pick their moments.

Dismemberment
The game features a dismemberment system that the developers describe as a collaborative effort by their 3D and technical artists (Léo and Hugo were specifically credited in the September 2025 devlog). Limbs can be severed, creating both visual feedback and gameplay consequences. An enemy that loses an arm fights differently than one at full capacity. The dismemberment isn't just cosmetic. Multi-stage enemies adapt their attack patterns when they lose body parts, meaning the fight changes as you damage them.
Armor and noise
Heavier armor creates more noise when you move, which directly affects stealth viability. Armor affects five things simultaneously: defense, movement speed, stamina consumption, weight, and noise level. Full plate armor will keep you alive in a head-on fight but will announce your presence to everything in the area. Lighter leather or cloth armor makes you quieter but far more vulnerable. The trade-off is central to how each player approaches the game.
Ranged combat
Multiple ranged weapon types are confirmed: bows, longbows, and crossbows. These serve as a complement to melee rather than a primary playstyle. The developers have said firearms are "not ruled out for post-release updates" but are not planned for launch. The medieval focus keeps the arsenal grounded in period-appropriate weaponry.

Weapon movesets
As players progress, they unlock new movesets through the crafting system. These expand the available attacks and combos for specific weapon types. Early on, a player might only have basic light and heavy attacks with a sword. Over time, they gain access to additional techniques. Combined with the classless progression system, this means two players at different stages might approach the same encounter in very different ways.
Lockpicking
A lockpicking mechanic is in development. While details on exactly how it works are sparse, the system will give players who invest in non-combat skills access to locked areas, containers, and shortcuts during runs. This fits the broader design philosophy of offering multiple approaches rather than forcing every encounter into a fight.