Hey Slippers.
Red is officially in. Animations are implemented, so she’s ready to misbehave - and soon to join your runs.
Meet Red. Yeah - short for not so little Red Riding Hood.
(All captured from gameplay - still in dev, still in polish)
Float like a butterfly, sting like a bee
Red is extremely mobile, and most of her kit is built around staying on top of a target without ever feeling locked in place.
Quick lunges, short hops, fast re-engages - a lot of her moves naturally reposition her in small bursts, which means you’re almost always adjusting angle, distance, and timing mid-fight. The idea is simple: keep tempo, keep pressure, and don’t give enemies a clean moment to reset.
Death by a thousand cuts
Red doesn’t hit like a truck. Not her circus, not her monkeys. Leave it be for others.
What she does instead is constant, relentless pressure - the kind where damage stacks up so fast the enemy realizes they’re falling apart a second too late. It’s more about staying in control and never letting the fight breathe deeply.
And when you launch the enemy into the air (either by her, or with help from someone heavier - Snow, we’re looking at you), Red involves herself in air combat longer than most characters - keeping that single target suspended, chasing with follow-ups, and stretching the juggle window when the setup is right.
Snow launches, Red cashes it in. Commence juggle galore.
I get knocked down but I get up again
Speed has a cost.
Red’s light, which means knockbacks are simply part of the deal. If you overcommit, enemies can shove you out of range, break your rhythm, and punish greedy entries much harder than they would on heavier heroines.
It’s the trade-off for being this mobile - you don’t get to brute-force your way through mistakes. Clean timing matters more, and staying slippery matters most.
When things get crowded - hit and run
Red doesn’t really want to stand inside a chunk of enemies. Not her comfort zone.
When there’s a group on screen, the playstyle shifts into hit and run - quick entries, clean exits, and picking the target you actually want to delete first. That’s how you use her extra mobility. More dashes and better repositioning aren’t there to look fancy - it’s there so you don’t get pinned down, surrounded, or dragged into trades you didn’t sign up for.
In short: she slices, relocates, and keeps the fight on her terms.
Grabs - jump, scratch, rinse, repeat
Red’s grabs are as straightforward as they look. You jump on a guy and start clawing. If you feel like it, you hop off and do the exact same thing to the next target. And if that still doesn’t satisfy you - you chain into yet another one and keep the scratching party going.
No deeper philosophy here, no hidden combo thesis. Just make sure nobody pulls your mid-section mid-action, because that’s when things hurt a bit more.
Next Patron drop
And yeah - this isn’t just a theory. 🤔👤
In the next Patron build we’re publishing, Red is joining the selectable roster, so you’ll be able to pick her and take her for a proper spin, next to or... along the Snow.
We’ll throw in one or more things on top of that too - because why not.
Soon.
Mass Creation Team ⚔️🩸