Dev Blog #3: Weapon Interaction System, New Moves, and a Release Update

Hello, Fighters! This is DaMaiCha here. Today, I want to share some updates on the [b]Weapon Interaction System[/b] and [b]New Moves [/b]that we’ve been working on. But before that, let’s talk about the release schedule. [b]A Word on the Release Date[/b] Since the Steam Next Fest ended, Spirit X Strike has welcomed over 10,000 new players adding the game to their wishlists. We’re now over[b] 20,000 wishlists[/b]—an incredible milestone for which I’m deeply grateful. I know this number reflects the faith and encouragement you all have for the game’s potential, and the feedback from the demo has given me so many ideas for further optimization. Looking back, the original plan to release by the end of this year feels a bit rushed. While no amount of time can close the experience and technical gap between Spirit X Strike and major titles, I still want to make the game the best it can be. For that reason, I’ll be taking a little more time and aiming for a [b]2025 release[/b]. I hope you’ll understand, and I truly appreciate your patience and support as I keep refining the game. [h3]Weapon Interaction System and Special Moves[/h3] In Spirit X Strike, the protagonist Carter is a “faithful warrior” who believes in smashing bullets with his fists and splitting the earth with his kicks. But when facing weapon-wielding enemies, Carter can adapt and respond with special weapon interaction skills—turning the enemy’s own attacks against them. Special Moves are skills that can be used at any time. For example: [list] [*] When enemies attack with ranged weapons, you can trigger a Spinning Kick at the right moment to [b]deflect projectiles[/b] back at them. [*] In the full version, weapons dropped by stunned or defeated enemies won’t just disappear (as they do in the demo). Instead, you can kick them back into the fight. [/list] [img]{STEAM_CLAN_IMAGE}/44461563/5515d2c94e360946317a76492099f17094cfb033.gif[/img] Different weapon interactions will produce unique effects: [list] [*] [b]Throwing Axes[/b]: Stun enemies for a short duration. [*] [b]Machetes:[/b] Deliver heavy damage and launch enemies into the air. [*] [b]Machine Guns[/b]: Carter can deflect bullets and use them to trigger abilities like the Spirit Dash. [/list] More interactive enemy weapons will be added in the future to keep combat dynamic and exciting. You’ll be able to incorporate these weapon interactions into your combos and adapt them to the flow of each battle. [h3]New Moves in Progress[/h3] In addition to the Weapon Interaction System, we’re also developing some brand-new moves. The Spinning Kick I mentioned earlier is not just for reflecting weapons—it’s also a new combat move that can be integrated seamlessly into combos. Inspired by traditional [b]sweeping kicks[/b], this move can [b]sweep enemies off their feet[/b], leaving them vulnerable to follow-up attacks. Players can also capitalize on this by launching an enemy into the air for mid-air combos. [img]{STEAM_CLAN_IMAGE}/44461563/ba012167810945aa1b2dc16902accffe0525ac3e.gif[/img] Another new addition is the [b]Rolling Grab Launcher[/b]. Triggering a Spirit Dash will allow Carter to grab the enemy, into a rolling attack, then launch them to the air before smashing them back down with a heavy punch. [img]{STEAM_CLAN_IMAGE}/44461563/0a67f1659f67a0fe74b60319edfc5ab0a42a74e2.gif[/img] If you’re curious to see these updates in action, I’ll share more clips of the moves in development on the [url=https://x.com/SpiritXStrike]Spirit X Strike X account[/url]. As always, I welcome any feedback—every comment you share helps me improve Spirit X Strike. Please share them in the [url=https://discord.com/invite/gjhmdzdfM6]official Discord[/url]!