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Movement & Spatial Play

You move through Fantasia. The geometry of your position matters.

C5 — Live

Player movement shipped in C5. WASD+QE flight controls, RMB-drag look, first/third-person toggle. Personal λ (scoring range = movement influence radius) derives from your RANGE stat.


Overview

The True Light Engine is a spatial environment. Your position in a campaign room is not cosmetic — it determines channeling access (proximity to VoidObjects), combat exposure, and Pe contribution rate.

Movement in Fantasia is flight-based. There is no gravity constraint. The game world is built around vertical and horizontal positioning, and your personal λ (the radius within which you can engage VoidObjects) comes directly from your RANGE stat.


Controls

Input Action
W / A / S / D Forward / Left / Backward / Right
Q Fly down
E Fly up
RMB (hold + drag) Look / rotate camera
F Toggle first / third-person
G Galdr declaration modal (near VoidObject)
V Binding Vow modal (during channel)
Space / C Hold to channel (near VoidObject)

Movement is continuous flight. No jump, no ground constraint. The WASD + Q/E scheme gives full 6-DOF control.


Camera Modes

First-Person

Standard FPS perspective. Useful for precise positioning near VoidObjects, navigating tight sub-zones, and stealth approaches in contested terrain.

Third-Person (Overwatch Follow-Cam)

Pulls back to an over-the-shoulder perspective. The camera follows the avatar in Overwatch-style: trailing behind, slightly elevated, auto-rotating with the avatar's facing direction.

Third-person is the default social mode — visible to other players in the same campaign room, provides better situational awareness for party coordination.

Toggle with F. The game remembers your last mode preference per session.


Personal λ — Scoring Range

Your personal λ (lambda) is your scoring influence radius. It determines:

  1. How close you must be to a VoidObject to initiate a channel
  2. The spatial boundary within which your Pe contributions count at full weight
  3. Your effective presence radius in party compositions (visible as a faint glow ring around your avatar)

λ derives from your RANGE stat. Higher RANGE = larger λ = you can engage VoidObjects from farther away.

RANGE Approximate λ
0–10 Tight (must be very close)
11–30 Standard (normal channel distance)
31–60 Extended (can channel from mid-room)
61–100 Wide (room-scale engagement radius)

RANGE is a slow-build stat — it increases through sustained scoring volume in specific domains, not through level-up allocation. A player who has scored 50 platforms in the gambling domain has higher RANGE in The Pale Courts than a player who scored 5.


Binding Vow Timer

The movement system includes a Binding Vow timer for spatial vows — declarations about movement constraints rather than VP ceilings.

A spatial Binding Vow commits you to a positional constraint for the channel session. Examples: - "I will not leave the center quadrant" - "I will hold within λ/2 of the VoidObject core"

Honoring a spatial vow produces a standard Binding Vow bonus. The V key opens the modal; spatial vow declarations are one of the available vow types alongside the VP-ceiling vow.


Spatial Positioning and Party Play

Different archetypes use positioning differently:

Archetype Movement role
Lion Close-in — absorbs entity aggro from center position, high VP exposure by design
Ox Anchor — holds the Invariant Floor from a stable position, minimal movement during channel
Eagle Mobile — sweeps the perimeter of a VoidObject's radius, mapping the spatial Pe gradient
Human Flexible — Resonance Cascade works at range, Human is the coordination layer

A well-positioned Eagle can map the radial Pe distribution of a VoidObject (higher Pe at center, lower at perimeter) while the Lion absorbs pressure at the core. This produces more accurate campaign O/R/α estimates than all players stacking at the same position.


Stages Note

C5 shipped core movement and the Overwatch follow-cam. Pending stages involving spatial mechanics:

Pending What it needs
Cooper Pair angular separation Spatial index (two players tracking angular relationship during co-channel)
Pe* shrink (Stage 6) THRML-SC-02 gate — shrinks the VoidObject's effective radius as more players channel it
Kill condition zone broadcast Spatial broadcast when a kill condition zone activates in the campaign room

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