Overview
Combat in Of Peaks and Tides is real-time and action-oriented. Players fight a variety of mythological creatures and hostile wildlife across Everland using melee weapons, ranged tools, and improvised environmental attacks. The system incorporates stamina management, dodge mechanics, and heavy use of the game's physics system.
Design philosophy
Combat in Of Peaks and Tides is designed to move beyond traditional stat-based systems. The developers emphasize terrain, tools, and unconventional strategies over raw damage numbers. There is no single correct solution to any encounter; the game encourages rule-breaking and creative approaches.
Players can turn enemies against each other, use native plant growth to pin enemies in place, and lead enemies into environmental hazards. During calamities, the environment itself becomes a weapon: lightning strikes can be baited into enemy groups, and high winds can deflect projectiles.
Core mechanics
Players have a stamina bar that depletes with attacks, dodges, and sprinting. Managing stamina is essential, as running out leaves the player vulnerable. Light attacks consume less stamina but deal lower damage, while heavy attacks and charged strikes drain the bar more quickly.
Dodge rolling provides invincibility frames, and positional awareness matters. Flanking enemies or attacking from elevation can change the outcome of a fight.
Traversal abilities
Climbing is always available to the player and is a core part of both exploration and combat positioning. Gliding is earned by completing a flying trial minigame, where players fly through hoops across three stages. Upon completion, the player gains a permanent gliding ability.
Flying mounts acquired through creature taming provide aerial mobility. Bouncy fauna and large bubbles found throughout the world serve as additional traversal aids, launching players to high ground or across gaps.
Environmental combat
The physics system is deeply integrated into combat. Players can push boulders onto enemies, set grass on fire to create damage zones, knock enemies off cliffs, or use water currents to sweep smaller creatures away. Objects can be thrown as weapons, including the risk of accidentally throwing an equipped weapon.
Improvised weapons
The crafting system allows players to create unconventional weapons by fusing items together. Tree trunks, rock slabs, and even broken siege equipment can be combined into makeshift weapons. Heavier objects deal more impact damage, following the physics engine's weight calculations.
Known enemies
Enemy | Type | Behavior |
|---|---|---|
Qiongqi, the Storm-Winged Tiger | Boss (multi-phase) | A triple-tailed flying predator that reshapes the battlefield with wind currents and launches players into the air. Functions as an environment-driven boss rather than a pure damage check. |
Scouting Wraith | Elite | Blends precision archery with acrobatic melee combat. Equipped with a war bow and enchantment effects that pressure the player's positioning and timing. |
Zhuyan, the White Ape | Elite | A towering ape wielding a colossal tree-trunk club. Players can shoot, steal, or deflect objects the boss consumes or hurls (including fruits), turning its attacks into tactical opportunities. |
Razor Lizard | Common | Severs and hurls its razor-edged tail at players before fleeing. Rewards awareness over brute force. |
Gamescom demo enemies
The playable Gamescom 2025 demo featured several additional enemy types: wolves that attack in packs, skeletal creatures found at camps with some posted on lookouts, and a flaming skeletal boss encountered on a beach area.
Co-op combat
In multiplayer sessions, up to four players can fight together. Enemy health and aggression scale with the number of players. Coordinated strategies, such as one player luring enemies into traps set by another, are encouraged by the game's design.