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No classes
Blight: Survival has no class system. The developers confirmed this directly: "We don't currently have a plan to implement any sort of class systems." Every Writhen starts with the same base capabilities. How they develop depends entirely on the player's choices about gear, attributes, and which weapon movesets to unlock. Players "mix and match gear and weapons however they see fit" without being locked into a predefined role.
Attributes
Three core attributes define a character:

Stat | Effect |
|---|---|
Skill | Affects combat proficiency, likely including damage output, moveset effectiveness, and the ability to execute advanced techniques |
Endurance | Governs stamina pool and recovery, directly impacting how long you can fight, dodge, and sprint before exhaustion sets in |
Vitality | Determines health pool and overall survivability against damage |
Players allocate points as they gain experience during runs. Someone who sinks everything into Skill becomes a glass cannon capable of devastating combos. Heavy Endurance investment creates a fighter who can sustain prolonged engagements. Vitality-focused builds tank through damage that would kill a lighter character. Spreading points evenly creates a generalist. There are no wrong choices, just different trade-offs.
Weapon movesets
Players unlock new combat movesets through the crafting progression system. Upgrading weapons at the artisan NPC doesn't just improve raw stats. It can unlock new attack combos and techniques tied to that weapon type. Early on, a player might only have basic light and heavy attacks with a sword. Over time, they gain access to advanced techniques that fundamentally change how that weapon handles. Two players with the same weapon type at different progression stages fight differently.
Talents and traits
A talents and traits system is confirmed. Talents provide passive bonuses or unlock specific abilities, while traits define character quirks that affect gameplay. Details on the exact talent trees and trait options are limited, with more information expected as the game approaches public playtesting in 2026.
Bloodline system
When your character dies, a new one takes their place as their "next of kin." Some experience from the dead character carries over to this successor, preserving a fraction of your progression. You lose all gear and equipment, but the accumulated knowledge of your bloodline persists. The system makes permadeath hurt without making it devastating. Each new character builds on what came before, creating a sense of family legacy across multiple generations of Writhen.

Camp development
The camp itself develops over time as players invest gathered resources into it. This represents a form of meta-progression that persists across character deaths. Even when a Writhen falls and their gear is lost, the improvements made to the camp remain. The camp grows as the player puts time into the game, expanding available services and capabilities.
Playstyle freedom
The absence of classes means players can approach the game however they want. The developers have confirmed: "You can absolutely go in swords blazing throughout the whole game, if you so wish." Alternatively, you can specialize in stealth, focus on ranged combat with bows and crossbows, or mix approaches. A master swordsman, a stealthy dagger user, a shield-and-mace tank, and a longbow specialist can all play together in the same co-op group, each bringing different strengths.