This article is incomplete
Some sections are missing or need additional details. Help improve it by contributing.
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.
Difficulty And Pacing

Unlike a soulslike, Tides of Annihilation offers selectable difficulty modes. The developers have repeatedly emphasized that the game is "stylish action" in the Devil May Cry lineage rather than a punishment-driven challenge runner. Producer Kun Fu has explained that boss fights are tuned to push the player forward, with each boss "designed to make you feel like you're progressing" rather than to wall a campaign run.
Weapon Mastery
Progression also tracks the player's growing mastery over the four weapon types. Because there is no DPS-by-equipment progression, the meaningful gains come from understanding how each weapon's combos chain into the Dual Frontline Battle System. Switching weapons mid-combo and choosing the right elemental imbue per encounter is the high-skill ceiling the studio has pointed at.
Knight Roster Unlocks
Each new spectral knight added to the roster is functionally a major progression milestone. A new knight brings a new elemental affinity, a new combat style, and a new Partnered State merge effect. The studio has confirmed over ten knights, so the long arc of the campaign is paced around layering those knights into the four-slot Dual Frontline loadout.
Cosmetic Customization
Collectible cosmetics include armor sets, hair styles, and makeup options for Gwendolyn. None of these affect combat stats. This means the player can wear the look they prefer without paying a power-curve tax for "starter" gear and without grinding for "endgame" gear in the literal sense. The same logic applies to Niniane in her sword form, which is the default weapon throughout the campaign.
Producer Statement
Producer Kun Fu has summarized the philosophy: "For each boss, we have very clear design goals," he said in pre-release interviews, framing each encounter as both a skill check and a presentation piece. The intent is that the player walks away from a fight remembering the choreography rather than the wipe count.