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Tides of Annihilation uses a skill-based progression system where player ability matters more than gear stats. Armor is cosmetic, difficulty is selectable, and boss fights are designed to push players forward rather than punish failure.
No gear-based power
The most distinctive aspect of the game's progression is that armor has no stat bonuses. A player wearing starting armor and a player wearing endgame armor have identical combat stats. The difference is which spectral knights they have unlocked, which weapon types they have mastered, and how well they understand the Dual Frontline Battle System. Cosmetic armor, hair styles, and makeup options are collectible rewards that change Gwendolyn's appearance.
Spectral knight unlocks
Progression largely comes through unlocking new spectral knights. Over 10 knights are available, each with distinct combat styles and elemental affinities. Building different knight team compositions and learning their synergies is the primary form of character growth.
Selectable difficulty
Unlike Souls-like games, Tides of Annihilation offers selectable difficulty modes. Players can tune the challenge to their preference. The developers have been clear that the game is not a Soulslike, despite visual comparisons to games like Elden Ring. The emphasis is on stylish, fast-paced action in the tradition of Devil May Cry.
Boss fight philosophy
Producer Kun Fu has explained the studio's approach to boss fights:
"For each boss, we have very clear design goals, and we build the encounters around the pacing of that part of the game. We pay close attention to how repeated attempts feel for players, and we try to minimize unnecessary repetition while maintaining narrative and combat continuity."
Players who lose to a boss are rewarded for their performance during the attempt. This might take the form of a buff that helps on the next try or experience proportional to how far they progressed in the fight. The goal is to avoid the frustration loop common in punishing games while still maintaining a sense of accomplishment.
Gameplay length
The game is expected to run over 30 hours on average, with over 30 boss fights spread across the campaign. The Metroidvania-inspired level design, with interconnected levels and shortcuts between them, adds replay value through exploration of optional areas.