Gameplay Basics

This page will be greatly expanded once gamemodes, matchmaking, pve, and other planned features are added to the game. Everything here is subject to change.

Main Gamemode
The main gamemode in HUSK will be Free For All deathmatches with added mechanics to make the game more interesting. Each player has a resource called Lifeforce which slowly lowers over time. Killing players restores your Lifeforce, but dying with no Lifeforce remaining turns you into a Husk, which effectively means you lost. After becoming a Husk, you can still respawn, roam the map, and fight, but in a heavily weakened state.

It has also been hinted that unique bosses will roam each map during the gamemode, giving rewards when defeated by a player.

Husks
Husks are the result of death without any remaining Lifeforce. Playing as a Husk, you cannot sprint, your overall damage output is weaker, your attack speed is lowered, and visually your character becomes inky and ghostlike, with two glowing blue eyes piercing through your otherwise shadowy appearance. It's unclear exactly what a Husk is, or how the process of becoming one affects a person. Husks can still get rewards from a match (even from killing players) after having already lost.

Husks and Huskifying is clearly inspired by Hollowing from Dark Souls, sharing similar effects on characters, but still distinct as a mechanic in a multiplayer arena fighter.

Lifeforce
Lifeforce will deplete over time in a match, as well as losing some as you die. Killing players, hitting players, and parrying attacks can also restore Lifeforce. Dying with 0 lifeforce turns you into a Husk.

Levelling
Players will be able to level up their weapons as they use them, unlocking new variants with special abilities and different stats. For instance, the Golden Katana is a variant of the basic Katana, and can be unlocked by using the base weapon.

Player Stats
Players will have RPG-like stats, allowing them to customize their builds. It is unknown what exactly each stat represents in terms of gameplay, only assumptions can be made at the moment.

The following is the list of stats as seen in the in-game menu.


 * ATK - Numerical, potentially referring directly to a multiplier of your overall damage output.
 * DEF - Numerical %, potentially referring to how much damage you absorb from each blow.
 * MAG - Numerical, potentially referring to a multiplier buff given to any magics.
 * RES - Numerical %, potentially referring to resistance to certain effects or physical damage.

Inventory
Players will also have an inventory during matches, but it appears only to be used for holding items. Two slots are available.

Arbors
The various magical blue trees called Arbors that are dotted around the map will eventually serve purpose, refilling your HP and offhands durability to capacity, as well as randomly teleporting you to another tree. Doing this will cost lifeforce.

Bosses
Currently, there is only one boss that we've seen anything for, so any mention of a boss will be referring to this one. The boss is a large metal ape-like mechanical being, equipped with a bladed flail-like arm. Bosses will give players rewards when killed.

Bosses will roam each map, either attacking randomly or remaining passive until provoked. Players will be able to team up on the bosses, but only the player who does the most damage will be rewarded. It is unclear what the reward will be.