EVILBANE's approach to characters is still taking shape, so this page sticks to what has actually been shown. The G-Star 2025 demo had players choose from four preset characters. The first Steam playtest in October 2026 moved to character creation instead: you build your own fighter and pick a Call Sign the first time you launch the game. No hero names have been revealed and there is no class system, so a character is defined by how it looks and what it carries rather than by a fixed identity.
A Character Is a Build
The shipping version is intended to let players freely combine weapons and skills and customize their character's appearance. Because of that, a "character" in EVILBANE leans more toward a loadout or build than a locked class: you assemble one through your weapon choices and skills rather than picking a predefined archetype. Combat backs this up, since each character carries one melee weapon and one ranged weapon and runs two Active Skills plus two Heavenstone Skills. For the pieces that make up a build, see weapons and the Heavenstone System, and for the wider picture see gameplay.

Feedback on the Presets
The team has publicly acknowledged feedback that the demo's preset characters lacked individuality and said they are working on it. That fits the stated goal of free weapon and skill combinations plus appearance customization, which would give players more room to make a character feel their own.
Appearance Customization
The developer has begun detailing how characters look. Costumes are designed so that male and female characters share the same concept while keeping their own distinct appeal, so a given outfit reads as one set across both. Two finer touches have also been confirmed: players can toggle whether a helmet is shown, and cloaks use natural physics so they move with the character. These sit alongside the stated goal of free weapon and skill builds, giving appearance its own layer of choice on top of the loadout.
The first Steam playtest added a fuller list of options, covered below. For the systems a character is built from, see weapons and the Heavenstone System.
Character Creation in the First Steam Playtest
The playtest let players customize gender, hair, face, eyes, skin tone, face tattoos, and costume, with some options locked until you meet certain conditions, such as reaching an account level or spending materials. The Call Sign you set on first launch could not be changed for the rest of the playtest.

Looks and loadouts are tied together through presets. The Display Stand at the Headquarters saves weapons and appearance to preset slots, three of them on the official preset screen, so you can swap a whole setup at once.
Named Characters at the Headquarters
The first named characters are not heroes but the staff of the Headquarters. The team has cautioned in its developer notes that names and translations may change before release.
Character | Role in the First Steam Playtest |
|---|---|
Rodrik | Upgrades weapons and engraves or replaces runes (see Progression) |
Lillian | Unlocks and swaps Heavenstones (see Heavenstone System) |
No Fixed Roles
The absence of a class system is deliberate rather than unfinished. The team has said it does not want to force fixed roles on players, and would rather see strategies form from the situation a squad finds itself in. Alongside that sits a stated balance goal: the mix of weapons and Heavenstone abilities is being tuned so that no single approach becomes dominant.
The director has also confirmed directly that players will be able to customize their character's appearance, with more detail promised later. That puts appearance on the same footing as the loadout: another layer you choose rather than one the game fixes for you. See co-op and multiplayer for how a roleless squad is meant to coordinate.
Confirmed vs Not Yet Revealed
What Is Confirmed | What Is Not Yet Revealed |
|---|---|
Four preset characters were playable in the demo | Story hero names (players create their own character) |
No class system | A fixed character roster |
Each character uses one melee and one ranged weapon | Specific preset stats or kits |
Two Active Skills and two Heavenstone Skills per character | Final number of presets at launch |
Goal: free weapon and skill builds plus appearance customization | How deep appearance customization will go |
Team is reworking the presets for more individuality | What the reworked characters look like |
Costumes share a concept across male and female characters; helmet visibility can be toggled; cloaks use natural physics | Full depth of the customization options |
Character creation with Call Signs in the first Steam playtest | Whether the full game adds story heroes |
Headquarters staff Rodrik and Lillian are named | Any other named characters |