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Articles 31 October 2026 • 3 min read •

Astraea Oratio Devs: Reworking Combat Pace, AP, and Parrying Based on CBT Feedback

Dynamis One developers discuss plans to overhaul combat mechanics, the AP system, and parry rewards following the global CBT.
Author: Дурик • PC •
Astraea Oratio Devs: Reworking Combat Pace, AP, and Parrying Based on CBT Feedback

Following the conclusion of the global Closed Beta Test (CBT) for Astraea Oratio—developed by Dynamis One and published by NC—the development team is addressing player feedback. Set in a fictional 1989 Tokyo within the 'Shin-Denki' genre, the game has generated significant interest through its blend of turn-based and real-time elements. In a recent interview, Director Jong-kyu Lim and Art Director Kim In detailed the upcoming adjustments intended to refine the experience before the official launch.

Combat System: Balancing Strategy and Action

A core pillar of Astraea Oratio is its hybrid combat system. Jong-kyu Lim explained that the goal was to merge the tactical depth of turn-based games with the tactile satisfaction of fighting games. The bridge between these two styles is the AP (Action Points) resource, where players must decide whether to commit points to an immediate attack or save them for counter-responses.

However, feedback from the CBT highlighted several friction points in this system. Players reported disruptions in combat tempo and frustration over losing remaining AP upon defeating an enemy. The developers acknowledged these issues, stating they are working to ensure a smoother combat flow and to prevent the loss of resources from interrupting the player's momentum.

Other key areas slated for refinement include:

  • Parry Mechanics: The team plans to enhance the rewards for successful parries to ensure the mechanic feels impactful.
  • Squad Composition: Adjustments are planned to address feedback regarding the necessity of specific characters to counter certain enemy patterns.
  • Auto-Battle: To mitigate fatigue from repetitive tasks, developers are increasing auto-battle speed and considering speed multipliers, while maintaining a strategic advantage for manual play in complex situations.

Economy and Progression: Reducing the Grind

Players also noted difficulties in raising multiple characters due to limited growth resources. Jong-kyu Lim indicated that the official launch will feature expanded resource acquisition through administrative content and seasonal events. The team is also exploring progression transfer features, such as for artifacts, to reduce the burden of developing diverse rosters.

Regarding monetization, the final structure for the character and artifact gacha pools, including the pity system, has not yet been finalized. The developers emphasized that the core principle remains to allow players to collect characters through steady gameplay, with specific numbers and structures subject to change based on further testing.

Visual Identity and World Building

Art Director Kim In highlighted that the visual direction is heavily inspired by the aesthetic of Japanese animation from the late 1980s through the early 2000s. The goal is to modernize this nostalgia, capturing the unique atmosphere of a 'Nostalgic Tokyo' while utilizing modern rendering techniques. The art style aims to replicate the texture of the transition from cel animation to digital art.

In terms of content scale, Astraea Oratio is set for significant expansion. While the CBT featured 18 characters, the official launch aims for approximately 30. The roadmap includes monthly story updates and the introduction of roughly 30 new characters annually. Notably, the developers stated they do not intend to make PvP or competitive modes the ultimate endgame, focusing instead on evolving the story and seasonal attractions.

Takeaway: The developers are focused on preserving the game's unique 'Shin-Denki' atmosphere and hybrid combat while actively smoothing out the mechanical and progression hurdles identified during the beta phase.

Article author

Дурик

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