Systems & Design

Bound Wars is built from the ground up as a tactical CORPG, fully offline, fully online-capable, party-based, class-driven, and designed for long-term replay without treadmill grinds or loot-chase filler. The game is systems-first, story-driven, and mechanically faithful to classic tactical combat philosophy.

Every system in the game is interconnected.

Nothing exists for flavour alone.

Party System

You command a party of up to eight characters.This may include:

• Player character

• Bound Hero (when present)

• Tidebound heroes

• Academy heroes

• Hidden unlockable heroes

• Henchmen

• Other players (co-op)

There is no single-hero gameplay loop. Bound Wars is designed for formation-thinking, synergy, positioning and multi-unit execution.

Skills & Buildcraft

Every character in the party runs a full 8-skill bar, including heroes.

• 8 slots

• Up to 8 skills

• 1 elite skill

Skill choice matters more than stats. You don’t win by grinding power, you win by building correctly.

Hero System

Heroes are not temporary units. Once recruited or unlocked, they remain in your roster permanently.

You build their skillbars. You assign traits, weapons and roles. Their combat behaviour follows your AI profile selection.

They are tools, not replacements for people.

AI Behavior

Every AI character uses:

• Their build

• Their profession tag set

• Their ability logic

• Their positional evaluation

• Their threat/priority tables

A good build makes an AI dangerous.

A bad build makes an AI useless.

The system does not compensate for player mistakes.

Bound Wars expects you to think.

Environs & Map Generation

Bound Wars doesn’t rely on static maps alone. The game features Environs, procedural instance maps built from terrain tiles, biome overlays, weather states, pathing meshes and objective packages.

Fixed maps = story and handcrafted missions and quests.

Environs = infinite replay, new parties, new builds, new challenges.

No two runs are identical.

Glamourbond System

Covered in Combat, but worth repeating in systems context:

• The player controls one character

• AI controls the Bound Hero

• The player builds both bars

• Glamourbond skills allow paired activation events

• Only Tidebound pairs can use them

It is the only dual-character combat system of its kind.

Not emotional. Not romantic.

Mechanical. Tactical. Exclusive.

Trait System

Traits shape function, not just numbers.

They change:

• How skills behave

• What unique effects a class has access to

• What roles a class can flex into

Traits enable build identity.

They do not inflate power artificially.

Progression

Progress is earned through:

• Story advancement

• Mission completion

• Personality track advancement

• Title track advancement

• Hero unlocks

• Trait point acquisition

• Challenge objectives

• Ascension

No daily grind loops.

No gear treadmill.

Progression is content, not time-played.

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