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Clairvoyance
P4 Studios Developer
P4 Studios Publisher
2024-08-29 Release
Game News Posts: 20
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Public Linux Depots:
  • [0 B]
Alpha 1.17.2 minor update

Developer commentary: This is just a small package of bugfixes and minor improvements as I'm working on the Alpha 1.18 lore and story update. I might release a few more of these as the writing is being done and story mode is being developed. -Dan

-New fighter mod: Springloaded Legs


-Multiplies dash distance and jump power by 1.25/1.75/3 -Multiplies kick speed and damage by 1.1/1.2/1.3 -Divides walkspeed by 1.1/1.2/1.3

-Enemies now check distance from the player's head instead of the center of their body


-This should mean if you lean back, enemies try to move slightly closer so they aren't punching at the air in front of your face as much as before

-Combat balancing


-Crit balance damage increased from 1.5x to 2x -Head movement while stunned is a little less erratic -Slightly reduced jab range so it combos better with hook and has a better range niche of being between elbow and hook -Explosive attacks now spawn explosions centered on the enemy instead of the attack hitbox. -"Normal" AI enemies take distance into account to decide whether to kick or punch

-Arcade mode:


-Fixed not being able to go past level 20 -Background changes every level -Doubled frequency of non-normal enemies as they were far too uncommon early game. -Further decreased frequency of unskilled style enemies, as they were just very uninteresting.

-Wingchun invincibility bugfixes


-Fixed it not nullifying damage -Now tracks the damage nullified -Fixed it taking knockback. It now nullifies knockback.

-Other Bugfixes


-Fixed present enemies not following jumping attacks accurately -Fixed staff orientation being scuffed when being stunned mid staff attack -Fixed a bug where audio options would reset upon opening the options page for the first time -Fixed chain punch attack areas having slightly wrong position and direction -Fixed long arms on ragdoll (this took forever btw) -Fixed a bug where dashing became locked if you got stunned mid-dash -Enemy warning is no longer static and should face the correct direction every time -Button click sound volume is now affected by the options page slider

-Other Misc


-Increased scroll sensitivity of the mod dropdown in training mode


[ 2025-05-04 01:32:32 CET ] [ Original post ]

This game is still very early in development. Expect consistent bugfixes for the near future!

WARNING: While in this early development state, save data is not guaranteed to be preserved in future updates

CLAIRVOYANCE

A love letter to 2000s stick figure fighting animations such as Xiaoxiao and games like Electric Man 2, Clairvoyance stands on the shoulders of giants from a bygone age. As a single-player 2D sidescrolling PvE roguelike fighting game where you can see a split second into the future, it aims to have you feel like a martial arts master while taking on multiple enemies at a time.

YOUR BODY IS WEAK, BUT YOUR SPIRIT IS STRONG

The player has identical stats to the swarms of enemies. Brute force is not an option. However, due to your clairvoyance, you can see enemy attacks coming before they land. This allows you to feasibly battle large groups of enemies at once by planning your actions instead of relying purely on muscle memory or remembering attack patterns.

NO ROOM FOR MISTAKES

Combat exchanges are short and lethal. There is no emphasis on juggling or extensive combo memorization. Being able to take 5-6 hits is already on the higher end of durability, and death in 1-2 hits is not uncommon, especially with powerful strikes to the head, which has the highest damage multiplier of any body part.

UNIQUELY FUN GAME MECHANICS

A high degree of control is given over your body. You can bob and weave around enemy attacks in ways traditional fighting games have never allowed you to!

Attacks are decided by your stance instead of directional input, and can be custom mapped. For example, leaning low + kick might launch a knee strike, while standing tall and leaning forward can launch jabs. Some moves can only start their animation in one stance and end in another. This makes it faster or slower to transition between certain moves, unlike the directional input system.

FIGHT YOUR OWN WAY

-Multiple martial arts styles, each changing up how you approach every fight!
-Highly customizable movesets
-Multiple weapon types
-Multiple characters, with unique stats
-Powerful upgrades to obtain in-game, ranging from explosive strikes to lifesteal


GAMEBILLET

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MacGamestore

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