CYGNUS RIFT DEV
Devlog • Jan 29, 2026

Combat: Engage / Disengage and 10‑Second Turns

Replacing “click attack” with an engage view, weapon selection, ammo management, and turn pacing that doesn’t melt the server.

combat weapons systems

Combat needs to feel like a decision, not a button. We’re moving to an engage action that opens a dedicated combat view with ship vs ship info, weapon toggles, and a simple turn timer.

We’re also slowing refresh cadence to avoid hammering the API—updates every 5–10 seconds or when a turn ends.

Design goals

  • Weapon-level control (ammo, class, overcharge options).
  • Readable state: shields, hull, effects.
  • Server-respectful polling.