Skip to content
Official

Combat Feedback Update: Readability, Controls & Target Lock

What One More Level said it was improving after Valor Mortis playtest feedback: attack cues, block-versus-parry clarity, key rebinding, target lock, and camera behaviour.

Last verified · Official

One More Level’s official Steam post, “3 things we are working on to improve combat in Valor Mortis,” reports the three most common concerns raised during the playtest. This is a developer update about planned improvements, not a claim that every change is already present in the currently available Demo.

A first-person parry against an enemy attack in Valor Mortis
Official Steam screenshot. The update specifically discusses making blocks and parries easier to distinguish visually and by sound.

1. Combat readability: clearer windups and defensive cues

The developer says players found combat, especially defensive actions and cues, difficult to read. Its stated response is:

  • improve attack windups;
  • add stronger pre-attack audio cues;
  • improve the visual and audio distinction between blocks and parries.

Those are concrete intended changes, but the post does not publish parry-frame values, enemy-by-enemy timings, or a date for a particular Demo build. Do not turn this announcement into a timing chart until the changed build can be checked directly.

2. Controls: default layout and rebinding

Keyboard players told the team that blocking with Ctrl and using Alt felt uncomfortable. One More Level says it will revisit the default layout, highlight control rebinding, and ensure custom bindings save between sessions. The post also suggests side mouse buttons as a possible ergonomic option for blocking or dodging.

The side-button suggestion is developer advice, not a universal best bind. The important confirmed point is that the studio identified rebinding persistence as a target. Check the in-game menu in the build you are playing before assuming a particular key can be reassigned.

3. Target lock and camera behaviour

The third recurring concern was target lock during multi-enemy encounters and the boss fight. The announced work includes smoother camera tracking, smarter target prioritisation, and extended target-lock range for melee and ranged combat.

Again, this is forward-looking language from the developer update. It does not confirm that all target choices, range values, or camera behaviour are final in the Demo or at launch.

How to give a useful report

The free Demo is the correct place to check current behaviour. When a control, target-lock, or defensive-cue issue occurs, record:

  1. the Demo build and platform;
  2. keyboard/controller and the relevant binding;
  3. the enemy or encounter type;
  4. whether the issue involved a block, parry, target switch, or camera movement;
  5. a short capture if the official feedback channel accepts one.

This is a reporting checklist from this guide, not an official support form. For confirmed current PC support, use Demo settings and known issues; for patch-specific performance work, use Demo performance and upscaling.

Sources & verification

How we know this

StatusSourceUsed forChecked
OfficialOfficial Valor Mortis dev updates (Steam news hub)One More Level / Lyrical GamesFirst-party developer updates posted to the Steam news hub for App 2828710, including "Emerging from Winter" (2026-03-27) on The Relentless, Nephtoglobin-era weapon concepts and UE5 tooling, and "3 things we are working on to improve combat" (2025-12-21).
PlatformValor Mortis Demo Steam pageValve / SteamApp id 4641840 — the free playable Demo (released Jun 7, 2026), Save Anytime and comfort features.