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Database Atlas
Chrono Odyssey
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Systems

Combat

Action combat built around swapping, movement freedom, and visible impact feedback.

Combat

Item Details

Classes6
Weapons per class3
Swap cooldown0.25s
Active weapon skills4
Section

Action combat

The core loop stays real time and timing-heavy, with melee weight, hit-stop style impact, and direct positioning checks instead of old tab-target pacing.
Section

Weapon swapping

Six classes carry three weapons each, for 18 core weapon identities. Mid-fight swapping lets one class pivot between burst, control, support, or ranged pressure without changing characters.
Section

Responsive controls

Post-beta control work pushed faster sprint starts, cleaner movement cancels, and tighter recovery so dodges and re-engages feel deliberate instead of sticky.
Section

Free movement

Movement and camera now separate cleanly, so you can strafe, retreat, and keep reading boss tells while still attacking in the direction your character is facing.
Section

Core pillars

Impact focus
Role flexibility
Movement freedom
Section

Post-beta changes

Hit reactions
Wound zones
Player duels