When we started to design City of Titans, we had one rule. Keep everything modular. Doing this has challenged us, but given us great flexibility.

Concept: Aesthetic Decoupling

Aesthetic Decoupling is one of our Big Ideas. It’s very simple. We’re making the powers the same way we make the costumes. For the same ranged attack, you can choose to throw a fireball, shoot a missile, or summon a satellite laser. It’ll do the same damage, take the same time, but you get to choose what it looks like.



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How It Works: It's Simple

The mechanical attack and what you see on the screen are designed as two independent systems. The visual part is stored as part of the player’s costume, just like your spandex and cape. The power itself triggers the corresponding visual theme.

The Catch: The Theme

The visual half of a power is a combination of animations and FX. Some need more parts than others. A character hit by a hold needs to freeze in place. A character struck by a punch just needs to react. We bundle these into what we call themes. An example: if you chose Super Strength for your power set, you now have some options. Pugilist, a classic stand-up brawling theme. Muai Thai, a hard martial arts theme. Or you could always go for the old standby of a Baseball Bat.



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What: Props

We’ve talked about weaponless attacks, which include anything from punches to kicks to eye lasers. But you can go for more. Choose a customizable weapon, from swords to knives to guns to claws and beyond.

When you choose a weapon or prop as your attack focus, the animations for that prop become available for your powers. And yes, that includes Magic Princess Wand Action.



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What: Primary Power Sets

Your primary is your class. It says what you do best. Stalwarts tank. Enforcers mix it up. Rangers befuddle and blast. Guardians mend and defend. Commanders lead teams. Operators control the battlefield. Their power sets are defined by what they do. Evasion vs Resistance. AoE vs Single Target. Buff versus Accelerate. Slow versus Sap.



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What: Secondary Power Sets

Your Secondary Set is your Specialization. Each Secondary Set has its own style of play. Enforcers can become protective Bodyguards, or solo-focused Gladiators, or go for broke with an attack-focused Striker. We’re only launching with one Secondary for each Primary, but each Secondary Set has its own constellation of Power Sets. That Bodyguard could chose from multiple armors. Don’t like the Secondary you start with? You’ll get the other Sets in time, and be able to swap between them when you change your Build.

What: Tertiary Power Sets

There’s always something more you want. That one solid punch. The ability to lead others. A way to reach out and knock those darn fliers out of the sky. That’s what Tertiaries are for. You’ll be able to choose a power or three from them as you go along. Some of them are like the Primaries and Secondaries, and some of them might just be unique in and of themselves.



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What: The Extras

There’s some freebies as you go along - your basic attacks, melee and ranged. Nothing too fancy, but at least you can reach out and touch someone - and hey, it helps with your attack chain. Everyone gets both.



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What: Travel Powers

Travel powers are a whole different system. They don’t depend on your level, just on how much time you invest in them. Ignore them entirely if you want. Or go for all of them. We’re trying to make sure you can make your concept live.

How: Customizing Powers

Over the course of the game, you will unlock customization slots on powers and earn the Augments that go into them. Augments can be slotted with Refinements. This dual system gives us the flexibility and control to maintain balance without forcing builds, and opens new possibilities.

In Summary: Modular Design Makes Your Character Yours

Your Bulwark (Stalwart with Melee secondary) can be a melee range telekinetic, using psionic animations for both defense and offense. Your Ranger can use shockwaves delivered through martial arts moves. Your Enforcer can deliver AoE damage using an electrified baton. When visuals and mechanics are independent, the only limit is your patience and time.