nu-Eden: Sundered Skies
PROJECT .NE // STATUS: IN DEVELOPMENT // BUILD: 0.4.3
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SYSTEM · PK
Parkour & Traversal
Traversal system — wall-runs, air-dashes, Skylift grapples, and layer transitions.
//Parkour & Traversal System
nu-Eden: Sundered Skies requires constant momentum. The traversal system is deeply integrated into combat and exploration, emphasizing verticality.
▸Core Movement Suite
Players chain these fundamental moves to maintain momentum multipliers:
- ▪Wall-Running: Sustained lateral movement across flat vertical surfaces. Aiming down sights while wall-running triggers a slow-motion Focus drain.
- ▪Air-Dashing: A multidirectional burst of speed. Costs a localized stamina gauge. Critical for crossing wide gaps in the Undercity.
- ▪Slide-Cancel: Entering a slide while sprinting maintains momentum while significantly lowering your hitbox, making it highly effective against stationary turrets.
- ▪Mantle/Vault: Automatically pull onto ledges. Doing this quickly is necessary to escape pursuit units.
▸The Skylift Grapple
A magnetic tether given to high-tier nERF operatives.
- ▪Anchor Points: Can grapple to designated magnetic pylons, drones, or large hostile mechs.
- ▪Whip-Kick: Reeling in toward an enemy target can be canceled into a high-damage melee execute (Whip-Kick) which restores health.
- ▪Pendulum Swing: Using the grapple as a physical pivot to swing around corners rather than retracting straight to the point.
▸Environmental Hazards
Traversal isn't perfectly safe.
- ▪Maborite Decay Zones: Areas that slowly drain max health if players spend too much time walking. Required traversing by staying off the floor (wall-running or grappling).
- ▪Static Lasers & Proximity Mines: Hackable or avoidable via precise slide-cancels.
- ▪Layer Transitions: Moving between the Core and the Heap involves high-speed freefalls where players must dodge debris and lock onto safe landing points before hitting the ground.