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Stamina works the opposite way round from the usual arrangement: running out does not stop Choko from attacking, it just makes her easy to kill. Everything below was observed in the build shown at gamescom 2026, which the developers said had game parameters adjusted and whose system details they said do not represent the final product.
How It Drains
Every action costs stamina, and light attacks were the most visible drain in that build. Weapons differ in how much a swing costs, so a heavy slow weapon and a fast one do not put the same pressure on the gauge. As of September 2026 no numbers have been published for any of this, and none are given here.
Running Out
Emptying the gauge does not lock Choko out of acting. She can keep swinging at zero. What changes is her defence, which drops sharply, so she takes considerably more damage while the gauge is empty. The penalty is a survivability penalty rather than a lockout.
Why It Ties to Rage
Landing a Rage Attack instantly refills stamina. Those two rules together push the demo's fighting forward rather than back: the way out of an empty gauge is to land a bigger hit, not to retreat and wait for it to recover. That is the sense in which the developers describe stamina and Rage as the strategic core of Combat, with the player keeping both alive at once.
Daily Activities aboard the RV are stated to raise Choko's stats, including one tied to stamina in the demo's Japanese interface. As of September 2026 no stat category has been given an official English name, so this page says stats are raised without naming any of them.