The game uses pretty familiar controls on PC if you've played other gacha games.
WASD
for movementLeft Mouse Click
for basic attacksLeft Mouse Hold
for heavy attacks. There is no stamina system in the game, so you can spam Heavy Attacks as much as you want.SPACE
for jumping, with the ability to double jump.Left Mouse Click
will perform a plunge attackMiddle Mouse Click
to toggle locking on to an enemyE
for Stellar Resonance (Character Skill)R
for Stellar Burst (Ultimate), costing Stellar Energy. Each character's Ultimate has a different cost.A resource that is used to cast Ultimate abilities. It is generated passively over time, and can also be gained through attacks and perfect dodges.
Basic Controls
We use SHIFT
for dodging, and can execute a counter through
Left Mouse Click
during Perfect Dodge.
A state entered by timing your dodge correctly to the incoming attack. This state lasts for a short period, and time is slowed down during it. After a Perfect Dodge, you gain a large amount of Stellar Energy, and also enter a short period of invulnerability, which helps during continuous damage.
Dodging
Dodging does not require Stamina, but it is limited to three uses within a short period of time. The amount of available usages is indicated on the button itself. Dodge usages all regenerate at once after 5s from your first usage. These usages are individual to each character -- meaning that if you deplete all your usages for one character, you can switch to another character and you'd have all 3 usages available for them.
For avoiding enemy attacks, in addition to dodging, players can also perform counters against specific attacks.
When a yellow flash appears on the enemy as it attacks, you can counterattack by pressing
Right Mouse Click
at the right moment.
Similar to dodging, counters are limited to three uses within a short period of time. All usages regenerate at once after 10s from your first usage. Counter usages are also similarly individual to each character.
We use the usual 1
, 2
, and 3
keys for switching characters, but there is an additional system that plays into switching. Players have a Stellar Points gauge visible above the character's HP bar. This gauge maxes out at 3, and gradually refills over time. Each time you initiate combat, the gauge will start accumulating from 0.
With enough Stellar Points, switching to a different character automatically makes characters use their Astral Link skills (if applicable. See Stellar Points Usage).
There are two types of Astral Link skills: Intro skills, and Outro skills. Both are self-explanatory; Outro skills are for the current character when they're switched off-field, while Intro skills are for the incoming character.
Each character has only one of the two types, indicated by the skill description.
Each Astral Link skill costs 1 Stellar Point to activate.
If you switch from a character with an Outro-type skill to one with an Intro-type skill, both will trigger at once and use up 2 Stellar Points. If you only have 1 point, the system will prioritize activating the Intro skill for the incoming character.
Switching between characters with the same type (both Intro or both Outro) only triggers the skill for one of them, costing 1 point.
Switching from an Intro-type to an Outro-type does not trigger any skills or use any points, and the same goes for switching while not possessing any Stellar Points. (shocker!)
Astral Link skills will forcibly interrupt most ongoing actions or skills being performed. In the case of an Outro, the on-field character will stop their current action to cast its Outro skill. In the case of an Intro, the currently active character will be immediately forced to go off-field (unless they have an Outro skill to cast first) while the incoming character casts their Intro skill.
Currently, only certain enemies such as bosses on the map have an additional white bar below their HP bar. This is the Stance Gauge. Attacks from characters and Kibos will reduce this gauge with the amount varying based on the attack.
When the gauge reaches 0, the enemy will enter a state that lasts for 10 seconds. Enemies are paralyzed in this state, and take 200% more damage.
Some characters or Kibos, when using skills to deal damage to enemies, are able to also apply elemental marks to the enemy. These act kind of like a debuff. Different elements have different effects for their corresponding marks. When inflicting a disorder mark, the corresponding element's mark will appear below the enemy unit's HP bar.
Not all characters can inflict marks. We call those who can do so Appliers. Appliers fall under the following two professions: Assault and
Catalysis.
Assault characters play more of a secondary carry role in the team; while dealing significant damage themselves, they also stack Disorder Marks. For example, ?Morwyn Halkon's Basic ATK:
Perform up to five consecutive strikes, dealing up to 628% ATK as Wind/Thunder Physical DMG. If Morwyn is in the "Radiance" state, her 4th and 5th hits apply 1 Wind and 1 Thunder Disorder Mark respectively.
Catalysis characters are more efficient at stacking Disorder Marks, therefore they lean more towards a supportive role in the team. For example, ?Luo Qing's Astral Link:
Summons a thunderous rainstorm covering an area (5.6s). Each second, deals 18% ATK as Water Magic DMG to enemies, applying up to 3 additional Water Disorder Marks.
In a similar vein, there are also characters that are specialized in taking advantage of the applied Disorder Marks; we call those Consumers, consisting of the Eruption and
Rupture characters.
Eruption characters can have the damage of their skills enhanced by consuming specifc Disorder Marks, and can cause Disorder Bursts. For example, ?Terara's Stellar Resonance:
Unleash multi-hit strikes, dealing 340% ATK as Fire Physical DMG. On the fifth hit, consumes 1 Wind/Earth/Nature Disorder Mark to increase DMG by 165%.
Rupture characters on the other hand excel more at burning through the enemy's Stance Gauge by consuming Disorder Marks. For example, ?Abby's Stellar Burst:
From midair, unleash continuous breath downwards, dealing 1500% ATK as Water Magic DMG. Consumes up to 3 Water/Ice/Dark Disorder Marks to increase DMG by 120% and boost Stance Break Efficiency.
Each element's Disorder Marks can stack up to 3, with a display cap of 7 Disorder Marks per entity across all elements. However, there is no actual cap to the number of marks that can be applied to a single unit.
If you try to apply another mark while at the display cap, the system first tries to form a 3-mark for some element; it will move off an existing mark to make room if needed.
If that isn't possible (e.g., the target already has two elements at 3 marks), the new mark will move off the oldest applied 1-mark.
Once the enemy accumulates three Disorder Marks of the same element, they will enter the corresponding element's Disorder Overload state. This inflicts additional damage and special effects on the enemy. After accumulating three Disorder Marks, applying the same Disorder Mark again will immediately trigger the Overload state. This is different than the normal Disorder effect caused by simply having Disorder Marks. Each element has its own Normal Disorder and Disorder Overload effects.
When you have a Kibo equipped, you gain a Kibo Active Skill to use by clicking Q
. They are used to deal damage or provide buffs/debuffs to the party.
Once in battle, most Kibos will operate autonomously. They will periodically use their basic attacks on the enemy, while sub-skills will activate in coordination with the active character based on their actions.
Kibos in their juvenile form do not have sub-skills, only possessing their active skill and basic attacks.
Kibos have their independent HP bar, and take damage just like characters following the same damage calculation logic. Unlike characters though, when their HP reaches 0, they don't completely depart, and instead just take some time to recover before returning to the battle. During this time, they cannot use their active skills.
Apart from the skills mentioned, there is also a Combo Skill that coordinates with the active character. Upon reduction of an enemy's Stance Gauge to roughly one-third, you'll be prompted on the screen to press F
, which will activate a Joint Attack, immediately depleting the remaining Stance Gauge.