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EngineD

Combat

Damage

Every hurt in the game passes through one door, in one fixed order: immunities, weak spots, resistance, armour, then health.

Sheet
7 of 18
Latest release
v0.42
As of
2026-10-22

A bullet in the chest, a rocket landing nearby, a fall from a ledge, a step into lava, a poison that lingers: every one of them hurts through the same door, and inside that door the same questions are asked in the same order, every time.

The damage door

The order inside the damage door A hit arrives. First the door asks whether the body refuses it; if so, nothing happens at all. Otherwise weak-spot and ambush bonuses are added, statuses and size scale the hit, the body's own weakness or resistance to that kind of hurt is applied, armour absorbs a share, and health drops. The drop is reported to the adapter as a pulse. Afterwards, meters charge, the body reacts, and a body in a liquid is offered to the liquid's response. A hit arrives 1. Refused? immunity, or full resistance yes Nothing happens no 2. Bonuses add a weak spot, an ambush 3. Statuses scale it rage, a shield, the attacker's size 4. Weakness, resistance per kind of hurt, in that order 5. Armour absorbs a share, while its points last 6. Health drops at zero, the body dies pulse Shown blood, sound, HUD 7. Afterwards meters charge, the body reacts, a liquid may answer the hit
A refusal happens before anything else, so a refused hit leaves no trace; armour always sees the number after every bonus and resistance.

One door for every hurt

There are many ways to get hurt in a shooter and the engine settles all of them in one place. Bullets, shotgun pellets, rockets and their blasts, a knife, a lift that crushes you, lava, drowning, a hard landing, a spike bed and the slow bite of poison all become the same kind of message, a hit, and every hit on a player, an enemy or a corpse goes through the same door.

This is what keeps the rules fair. A resistance to fire works against a flamethrower and against a lava pool alike, because both arrive at the same door. When the engine gains a new way to deal damage, it gains a new kind of hit, never a second door with rules of its own.

The door also answers. It tells whoever sent the hit whether it landed, whether it was refused, and how much health it actually took, so a hit marker or an enemy's reaction never disagrees with the health bar.

What kind of hurt it is

Every hit is described along two separate lines: how it was delivered, and what it is. A rocket that strikes you directly is delivered directly but is both an impact and an explosion; the blast that reaches your friend beside you is delivered as splash.

The two descriptions of a hit
QuestionAnswersWhat reads it
How it arrived (exactly one) direct, splash, ongoing (every lasting effect, poison included), environment (lava, drowning, a landing, being crushed) which hits are announced, and who a blast spares
What it is (one or several) impact, explosive, fire, lava, drowning, falling, melee, poison, plus any a game adds immunities, resistances, armour, blood, how a body comes apart, which effect is drawn
1
damage door for every body
4
ways a hit can be delivered
8
kinds of hurt the engine ships
2
descriptions on every hit: how it arrived, what it is

As of 2026-10-22.

Refusals and immunities

The first question is whether the body refuses the hit at all. A creature immune to poison, a body granted a timed immunity, or a resistance of a full hundred percent all refuse, and a refused hit does not happen: no health is lost, no blood is drawn, the enemy does not notice you, and no sound or particle plays. An immune creature can walk through a poison cloud as though it were clean air.

Immunities come from two places: what a body is born with, and what something grants it for a while, which counts down and wears off on time. Remains have their own: by default a corpse ignores poison, so a toxic pool does not keep chewing on a body on the floor.

Weak spots and bonuses

A body can have weak spots. Every hit is a body hit unless it says otherwise; a head is the usual weak spot, and a game can add its own regions. Only a hit with a point of contact can find one: a bullet, a pellet, a beam or a swing. A blast arrives from every side at once, so it is always a body hit.

A capsule against a body made of regions On the left, a body is one capsule, and a shot aimed between its legs still counts as a hit. On the right, the same body is made of regions: a head, a torso and two legs. The same shot passes through the gap between the legs, and the head is marked as a weak spot. One capsule the gap between the legs still counts as a hit Its regions weak spot the same shot is a miss, as the player can see
A small, fast creature fought twenty at a time is best hit as one forgiving capsule. A body with spread-out limbs can be hit on its real shape instead, and its corpse is hit on its limbs.

Two bonuses exist: a weak spot, and an ambush on a victim who did not know it was in a fight. They are added together rather than multiplied, so a lucky shot cannot run away with itself: a body with a ×3 weak spot, shot there in a ×2 ambush, takes ×5 rather than ×6. A weapon can add its own bonus on top, which is how a sniper rifle earns a bigger headshot than a pistol.

The engine's default bonuses (a game can change every one)
The shotWorth
An ordinary hit×1
A headshot×2
An ambush×2
A headshot in an ambush×4

As of 2026-10-22.

Resistance and armour

Once the bonuses are in, lasting effects scale the hit: rage that makes an attacker hit harder, a shield that halves what the victim takes, or the size of the attacker when its weapon cares about size. Then comes what the body is. A body type can take more from some kinds of hurt and less from others, stated per kind as a percentage and a flat amount. Taking more is applied first and resisting comes second, so a resistance always has the last word.

When a hit is several kinds at once, the strongest resistance that applies wins, and resistances never stack. A creature that shrugs off sixty percent of fire and is handed a thirty percent fire ward keeps its sixty:

  • Born resistance60%
  • A ward on top30%
  • What applies60%

Armour is different: it is something the body wears, a pool of points that runs down. Its class decides the share of each hit it absorbs, and it absorbs only while points remain. Because the bonuses are already counted, a headshot goes through armour at full worth; armour buys time, it does not answer a good shot. Some hurts go round armour entirely: plates do not help you land from a height, there is nothing to absorb when you drown, and you are standing in the lava. Enemies wear armour exactly as the player does. The armour classes themselves are the game's; the engine ships only the rules.

Meters, things that are not bodies, and liquids

Meters. A hit can carry a second payload besides damage: charge on a meter. Charge builds on the body, drains away slowly, and when it reaches the body's own threshold it applies a lasting effect. A game can build a freezing or a shrinking weapon this way. Because the threshold belongs to the victim, one gun can be sensible against a small creature and a large one without a table per enemy.

Things that are not bodies. Four other things can be damaged, each with simpler rules: doors, props such as crates and barrels, rounds still in flight (a rocket can be shot down), and ladder segments that can be broken away. A locked door is not opened by shooting it.

Liquids. When a body standing in a liquid is hit, the door offers that hit to the liquid. The engine ships the hook and no answer of its own; a game might, for example, let a shock spread through water to everyone standing in it.

The announcement. Every hit that lands is reported to the adapter as a pulse, which is what puts blood, a sound and a flash on screen. Weapon hits, splash and a killing blow are always reported. A body standing in a hazard would otherwise report itself many times a second for ever, so steady hazards report only now and then while the damage itself keeps landing on every bite. Only the reports are thinned out; no damage is ever skipped.

As of 2026-10-22.

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