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▸ THE WIKI

Tempest Combat Framework — the wiki.

TCF is a modular, component-based combat system for Unreal Engine 5the weight, the rhythm, the consequence, delivered as a plugin.

TCF V2.0 · Unreal Engine · Battle-tested in Kaidan, Knight's Path, Crimson Oath, and the DS3 demo.

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https://www.youtube.com/watch?v=IZpP_XRDcjo

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▸ THE PROOF OF CONCEPT

Before we ask anyone to trust the framework with their game, we prove it against the gold standard. The DS3 demo is a reconstruction of Dark Souls III combat — timing, stagger, lock-on, stamina — assembled entirely with TCF as the backbone.

If TCF holds up here, it holds up in your project.

https://www.youtube.com/watch?v=zocVP3fEbfc

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▸ § 01 — Battle-tested in shipping games

These are real action games being built with TCF powering their combat — three different studios, three different visions, one shared core.

Kaidan

Kaidan

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Kaidan

Brutal Japanese dark fantasy twisted by cosmic horror. Strategise carefully as you endure a relentless descent into madness, where every moment is a vicious fight to survive.

5th Column Studio · Action / Adventure

View on Steam ↗

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Knight's Path

Knight's Path

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Knight's Path

Story-driven action RPG inspired by the Holy Roman Empire. HEMA-grounded combat, hand-crafted low-fantasy world, and deep progression where mastery is earned through practice.

Jan Tichota & Aamn Chahrour · Action RPG

View on Steam ↗

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Crimson Oath

Crimson Oath

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Crimson Oath

Long may the sun shine — prepare to suffer. Souls-like combat adventure with Mikiri counters, parries, and 12 boss battles across a continent of warring sects.

Parry Frames Team · Action / Souls-like

View on Steam ↗

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▸ § 02 — How combat flows

From a button press to a kill — the full pipeline at a glance. The attacker produces an attack property; the receiver classifies it via their defense property, then routes the result through attributes, impact effects, events, and feel. Pin this to your second monitor.

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HowSystemsWorkTogether.png

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▸ ATTACKER PIPELINE

Input → Buffer — input lives long enough to be consumed.

State → Ability — broad mode picks the specific move.

Montage → Notify — animation declares the active frames.

Collision Manager — trace produces an Attack Property and delivers it in coordination with receiver defense property.

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▸ RECEIVER PIPELINE

Combat Component — receives the Attack Property.

Defense Property — classifies hit / block / parry / dodge.

Attributes apply changes · Impact Effect plays the reaction.

Events broadcast → Feel runs hit-stop, shake, slow-mo.

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▸ § 03 — Combat should be modular, not monolithic

Most combat systems lock you into a single approach — change one thing and ten others break. TCF takes the opposite path. Every system is a self-contained component (State Manager, Ability System, Targeting, Collision, Combat, etc.) that you can use, extend, or replace independently.