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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
Clairvoyance
P4 StudiosDeveloper
P4 StudiosPublisher
2024-08-29Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
3 user reviews (3 reviews)
Public Linux Depots:
  • [0 B]
Beta 7: UI Overhaul

Beta 7: UI overhaul (part 1 of ?)

Developer commentary

After Kickstarter funding dried up, I recently got a part time job that ended up being nearly a full time job, which severely hampered development speed, which is why this update took so long to come out.

I\'ve finally decided to go full force with a UI revamp. Every previous \"UI update\" was more or less bandaid fixes using old UI systems. This update finally updates some of the most badly needed pages using Unity\'s new UI Toolkit system.

The style select screen was probably the biggest dumpster fire of a page in the entire game. I had no idea how to organize it and went through a couple of iterations that largely stuck to the same format. But now, this new one splits it into two sub-pages, with the single shared element being the moves displayed, and I think it looks and works better than ever before.

In addition, I think I\'ve more or less finalized the visual identity of the UI, matching it with the artstyle of the game itself. I\'ve focused on solid black/grey gradients focused on one to two colors, using brighter colors and outlines only around the most important parts of the page, like navigation buttons. I\'ve learned a lot about UI development and design through this and I really don\'t envy front end developers in the industry lmao

-Dan

Making the tutorial was the first real challenge of working on this team, but a welcome one. The real difficulty came from brainstorming the best way to teach the player gameplay fundamentals. My goal was to do it organically by putting the player into situations where the fundamentals are the solution to a problem without explicitly saying that they are, though I did make the very first tutorial\'s description more obvious just to be sure that it would get the player thinking. Having originally changed my major in university from computer science to math because I didn\'t like coding, it was empowering to be able to actually program these features into the game and be able to play them!

-Christian

PSA: Temporarily disabled as UI is being revamped:

-Controller UI navigation

-Keyboard only controls

UI Major revamps

Checkpoint

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45118173/3dfaeb7c6aa4f369a980976ef3caf79fe369d9aa.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45118173/b99e1e6c88e48d804fb33acc5c01d2fc5839ec4d.png\"][/img]

Select style

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45118173/058a788cf500f33277efbaecf3734c53ce330e37.png\"][/img]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45118173/e56544c7ba48e01acf6b244fd64536d8b9078c59.png\"][/img]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45118173/e15e5cb8a26173d1235108152edf562009099452.png\"][/img]

In game HUD

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45118173/79db5523e96ff25128157d8d94f3fdfdca21ccbf.png\"][/img]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45118173/4a66642d6400c194b279b5b185578af920dd8c87.png\"][/img]

Rebind controls

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45118173/112915b698fb1c6f422e8e05eaf01f110032f49c.png\"][/img]

Pause screen

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45118173/e0247987057976cb62d0a3fcd76cfa3885a6949b.png\"][/img]

-Trial folders now show if you have an unfinished trial

System changes:

-Replaced tutorial with multiple trial challenges that teach the player fundamentals

-Removed tutorial requirement for arcade and story mode

-Characters now have their ragdoll durations cubed relative to their height.

-Attack areas have an updated brightness intensity that scales with damage

-Berserker injection no longer increases damage, but got a massive speed buff from 1.25x to 1.7x

-Nerfed Neural Overclock by draining energy while active

Other:

-Arcade mode put above story mode in the menu as it is meant to be tried first

-Fixed attack areas not moving with the enemy when they get knocked back

-Fixed stun animation having a janky animation upon recovery

-Fixed immediately setting controls to mouse position upon first entering the settings menu of a play session

-Fixed color setting not loading until opening the settings menu

-Fixed enemies sometimes attacking backwards after using a move which faces you backwards after the animation

-Fixed description for Neural Overclock

-Fixed trials selection screen notes not scaling properly

[ 2025-12-29 04:05:24 CET ] [Original Post]
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