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Resonants
August 26, 2026 at 08:31 PM
Added an official screenshot showing the subject of this page
Resonants are a new class of major boss enemies in Control Resonant, and the game takes its title from them. Each Resonant is encountered as a major story boss with a distinct moveset and visual design, and defeating one is the main route Dylan Faden uses to expand his combat toolkit. For wider context, see the Overview and the Melee Combat page.
Public descriptions place Resonants between named bosses and a structural enemy class. They are remnants of figures who once held great power, corrupted by the same paranatural force that has spilled across Manhattan. That framing gives each fight a story-bearing role rather than just a difficulty wall.

On the gameplay side, every Resonant fight is hand-tuned. Movesets, attack patterns, and arena geometry are bespoke per Resonant, and the developer commentary released alongside the public previews has highlighted shield-blocking windows, deployable shields, and openings created by reading a Resonant's tells.

Beating a Resonant unlocks supernatural combat abilities for Dylan. The reward is a player choice rather than a fixed grant.
Field | Detail |
|---|---|
Reward type | Up to three new combat abilities offered, with the player picking which they take. |
Build implication | Talent branches gate other choices, so a single playthrough cannot take everything on offer. |
NG+ change | In New Game Plus, the player can equip multiple different combat abilities from the same Resonant, opening synergy combinations that were locked off in the first run. |
Defeating a Resonant is also one of the main routes for unlocking new forms for the Aberrant. The weapon's catalog of shapes grows through combat mastery rather than vendor purchases or crafting timers.
Two Resonants have been named in first-party material, and both are profiled in the roster table further down this page: the Dancer, a masked dual-mallet fighter, and the Deserter, a magma-spitting figure fought inside a factory. A third has been shown in a public demo but not yet in written material from the studio, and is covered separately below.
In Resonant's framing, the entities the FBC calls Resonants are former Persons of Power: humans who once held paranatural abilities and whose corrupted remnants now anchor the major boss fights of the campaign. They are described in public press as the largest and most formidable enemies in the game, and the game's title is drawn from them. They differ from the Hiss and the Mold, which are faction-wide enemy types, by being singular antagonists each tied to their own arc.
Defeating a Resonant is the primary route by which Dylan expands his combat ability roster. Each Resonant offers up to three abilities at the point of defeat, and the player picks one. The choice is permanent and exclusive on a first playthrough, so the build identity that emerges across the campaign is partly shaped by which abilities the player took when. New Game Plus relaxes this rule: on a second run, Dylan can equip multiple different abilities sourced from the same Resonant, which is one of the main reasons NG+ exists as a buildcrafting playground rather than a power-fantasy victory lap.
Two Resonants have been publicly named ahead of launch.
Resonant | Profile |
|---|---|
The Dancer | Deft, masked figure that fights with dual mallets. Quick and nimble, with attacks built on spins and wide swings. Dylan is shown blocking and deflecting the mallets with his deployable shield, then countering through the openings. Remedy has noted the name is provisional and may change before launch. See The Dancer for the dedicated profile. |
The Deserter | Towering figure barely holding its molten body together. Spits magma, pours lava across the arena floor, throws flaming projectiles, and stabs with the red-hot pipes driven through its frame. Fought inside a factory, and grows more aggressive as the fight runs on. See The Deserter for the dedicated profile. |
Additional Resonants are confirmed to exist but have not been individually revealed. Anything beyond these two should be treated as undisclosed until shown publicly.
The playable build shown at gamescom in August 2026 featured a third Resonant, named in the demo as the Collective. It is a Resonant grown out of the Mold: a heaped mass that forms scowling faces and anchors itself to its arena through tentacles embedded in the surrounding walls. The encounter is built around those anchors rather than around the body. While they hold, the mass takes no damage, so the fight becomes a traversal problem, shifting gravity to walk the walls and cut the tentacles down while the Collective throws projectiles and calls in lesser enemies to interrupt the route. Destroying all of them opens weak points on the mass itself.
It is also a useful illustration of how varied the class is meant to be. Where the two named Resonants are humanoid duellists fought on foot, the Collective is a static, environmental encounter that cannot be approached the same way at all. Remedy's design team has said publicly that no two Resonant fights are meant to resemble each other and that each is tuned to test a different skill, which is also why artifact loadouts are expected to change between them. The Collective's name and fight structure rest on a single demo showing rather than on first-party written material, so both should be treated as provisional until the studio confirms them.
Resonants are not the only fights in the game, but they are the load-bearing rewards in the progression structure. The combat loop on every page rests on three pillars: build resources by stringing melee strikes, spend them on a supernatural ability, exploit the stun for an execution that grants a temporary damage buff. The buff feeds the next exchange. Resonant rewards are how new tools enter that loop, and the player's choice of which ability to take from a Resonant shapes which version of the build keeps growing.
Several specifics about Resonants have not been confirmed and should not be inferred from the single named example.
The full roster of Resonants and the order they appear in the campaign.
Specific named bosses beyond The Dancer.
Difficulty scaling rules outside of the New Game Plus notes that some bosses surprise the player with new behaviours.
Whether any Resonants are optional rather than gating story progress.
Whether Resonants can be re-fought to re-pick abilities inside a single playthrough.
This page will be updated as more is revealed.