Combat in Project Windless is real-time, fast-paced, and skill-based. The game emphasizes one-versus-many encounters where the Hero King faces dozens to hundreds of enemies simultaneously, blending personal action mastery with tactical decision-making in large-scale warfare powered by Mass Technology.
Core philosophy
Combat in Project Windless prioritizes precision over button-mashing. Some outlets have compared the system's demands to soulslike precision, though the scale of encounters is far larger than a typical soulslike game. The design goal is mastery-driven combat. The game is built around the fantasy of becoming a legendary warrior through genuine skill.
Weapons
The Hero King wields twin star-forged blades called Baragi and Dalbari, crafted of stariron: a metal exclusive to the Rekon race. The Rekon's physical stature (approximately seven feet tall) gives the Hero King enhanced reach and strike weight compared to a human-sized character. The combat system emphasizes the feeling of raw physical dominance.
One-versus-many
The defining scale of combat encounters in Project Windless is one-versus-many. The Hero King routinely faces groups of enemies ranging from squads to armies. Unlike musou-style games where enemies passively wait to be cut down, enemies powered by Mass Technology actively move, flank, surround, and react to the player's movements. This means crowd management is a genuine tactical challenge, not just spectacle.
Boss encounters
Beyond the large-scale battles, the game features boss encounters with strategic depth. These appear to involve massive creatures and powerful adversaries that require different tactics than standard battlefield combat. The reveal trailer showed encounters with enormous serpentine beings that dwarf the Hero King.
Escalation
Combat encounters in Project Windless can escalate organically. A skirmish against a patrol can grow into a full battle as allied forces engage and enemy reinforcements arrive. This escalation is powered by Mass Technology and is designed to feel organic rather than scripted. The world is at war, and combat reflects that reality.
Visceral presentation
The game has been described as "brutal, visceral, and overwhelming" in its combat presentation. The Hero King's attacks carry visible weight and environmental impact. Press coverage from Fextralife and Game Informer noted that the reveal trailer showed a level of combat intensity and scale that set the game apart from other action RPGs announced in the same period.