Views and speed
Tap your portrait in a fight and the camera steps out: your hero stands on the floor and fights it out.
First and third person
- First person is how the game starts: you look down the corridor at the enemies, and your hero is the portrait beside your bars.
- Third person puts your hero on the left of the floor, in the gear they are wearing, with the enemies on the right. They swing, guard, cast and flinch.
Tap the portrait to switch; tap again to go back. The choice is remembered across fights and runs. It changes nothing in the rules: the same turn plays and the same numbers land.
Long-press the portrait instead for your stats card.
Speed
A chip at the foot of the fight cycles "1x", "2x", "3x". It speeds up how a turn plays out, not how long you get to think: the game always waits for you.
Look
Settings and the pause menu offer three looks:
| Look | The game says |
|---|---|
| Full | Every light and spark. |
| Lite | Fewer lights, for slower phones. |
| Calm | No shake, flashes or sway. |
Under Calm, warnings hold steady instead of pulsing. If your phone is set to reduce motion, the game starts in Calm. "Feel" has two more switches: Buzz (haptics) and Shake.
Your portrait as a gauge
The portrait reacts to the fight: it flinches red when hurt, gleams gold on a crit, flashes green on a heal, darkens under a quarter of your health, and goes wide-eyed when the turn ahead would kill you.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.