Posted September 11, 2025 by Switchback Worlds
Things are in a pretty good place for Voyager's progress, so I decided to pull out all the stops! Playtesting has been good so far, and it seems we're settling into a solid system for Voyager to dig into and finally settle on. Meaning much more effort can be put towards finalising the game and fleshing out the other planned systems like exploration and basebuilding.
Some highlights this version:
- repeat Action to Push/Displace
Added clarification to Justice Ranger's special move allowing them to move no matter what, superseding other effects that limit your movement
Justice Ranger subclass limitation removed that had their buff end at 0 Drive. Now can use Reaction as well as Drive for activating their special move.
Core Feature adds that Civilian Form cannot use Subclass features
Magical Idol subclass: Song of Cheer removed. Its 3 Drive feature is now changed to a Performance that locks you in place and allows you to use Song multiple times a round.
Also removed similar 0 Drive limitation on the Elemental Armer subclass.
Added clarification that Zeal can stack over multiple rounds.
Elementalist Core Feature namechanged to Aetherwright.
Weaver namechanged to Spellwarrior.
Elemancer Core Feature changed, as it would be too situational to consistently use it defensively. Now is more universally useful, with the Prime Element giving an added bonus.
Air effect from Spellwarrior subclass reduced from edge of Sight to edge of Reach.
Shaman Martyr subclass: Buffed Lv1 feature as it seems underpowered, giving an ally a free Heal action but otherwise no other effects. Now changed to a persistent effect whenever you take damage, which can be further empowered by spending 3 Drive.
Weapons now grouped by rarity: Common > Uncommon > Rare.
You now choose 2 Common weapons or 1 Uncommon weapon at character creation. Previously you would choose 3 of any weapon.
Many weapon cards added and reworked (too many to count). Among the cards changed were:
- Attrition Rifle
- Flame Staff (reworked and renamed to Mage Staff)
- Kusarigama Sickle Mode
- Latch Claw (renamed to Lash)
- Quarterstaff
- Serpent Carbine Rifle mode
- Submachine Gun
- Targe
- Wyrmsplitter Harpoon + Lance mode
Added some new weapons, mainly to cover as many possible weapon archetypes in Common and Uncommon tiers that a player may foreseeably want, including:
- Scythe
- Railgun
- Machine Gun
- Sniper
- Hammer Axe
- Bludgeon (generic blunt weapon)
- Sword (vanilla sword option)
- Two-hander (generic two-handed weapon)
- Unarmed (fisticuffs/brawler option)
- Chainsaw
Abilities now added to all domains up to Level 3, totaling 84 ability cards.
Proper rules added for gaining Experience and leveling up. Party gains EXP by fulfilling certain criteria during missions, such as combat, finding relics and helping others. This is framed as an actual in-universe evaluation by EXDUS HQ.