RWBY Remnants Unleashed

RWBY Remnants Unleashed is a concept fighting game from the RWBY series, developed by Arc System Works and published by Rooster Teeth and Warner Bros Games.

It should be noted that while most of the events that took place in the RWBY series are canon in Remnants Unleashed, this game follows a different reality and timeline and is therefore NOT canon.

Story Mode
In "Remnants Unleashed," the story follows the return of Dr. Merlot, a character believed to be deceased. Utilizing the power of grimm essence, he manages to sustain his own life and embarks on a sinister plan to manipulate time and reality. By harnessing the shattered shards of the relics, he disrupts the fabric of existence, causing timelines to merge and intertwine.

Driven by his newfound connection to the grimm, Dr. Merlot aims to retrieve the intact relics from the past. To accomplish this, he dispatches grimm creatures to various locations in the future. These creatures serve as his guardians, along with revenant versions of familiar characters who have been corrupted by grimm essence.

Facing the impending threat of eternal darkness, both the past and future versions of the heroes must join forces. Past and future iterations of beloved characters come together to combat the grimm menace and thwart Dr. Merlot's plans. United, they strive to prevent Remnant, their world, from being consumed by everlasting darkness.

The story of "Remnants Unleashed" explores the epic battle between light and darkness, intertwining timelines, and the resilience of the heroes as they unite across time to protect their world from a formidable threat.

Standard Versus
The classic 1v1 mode that can be played as Player vs Player or Player vs CPU. Upon selecting a character, the player can also select a costume, a color shader, and a weapon skin to customize the character. Rounds could last 60 seconds, 90 seconds, 120 seconds, or infinite. Rounds to win can be formatted as One Round Only, Best of 3, Best of 5, or Best of 7. Round Time and Rounds to Win is determined in the settings.

Advanced Fight
Advanced Fight adds modifiers to matches, these modifiers affect the match in various ways. The different modifiers can help the player, hurt the player, change the round time, or make only cosmetic changes such as a color filter or make the characters chibi. Round time is 90 seconds by default and is One Round Only.

Stage Interact Mechanics:

 * Defensive Interactables
 * Wall Jumps: These allow players to escape corner situations by propelling themselves off the walls to regain positioning and create distance from their opponents.
 * Platforms: Players can use these platforms strategically to leap off of them, quickly closing the distance between themselves and their opponents or gaining a positional advantage.
 * Offensive Interactables:
 * Weapons: These interactables can be picked up and used as temporary melee weapons, allowing players to bash their opponents for additional damage.
 * Throwables: These objects can be thrown at opponents, dealing damage and potentially staggering them or interrupting their attacks.
 * Grapple-Based Interactables: These interactables provide players with the ability to grab and manipulate their opponents. They can be used to bash opponents into surfaces or throw them into traps, such as environmental hazards or other interactables.
 * Limited Uses and Effects:
 * Some offensive interactables may have a limited number of uses. The remaining uses of an interactable can impact both players, adding a strategic element to their utilization.
 * Players must consider the number of uses left on an interactable and decide whether to prioritize offense or defense, as using an interactable could potentially leave them vulnerable if they exhaust its uses.

Stamina Meter:

 * Offensive Meter
 * The offensive stamina gauge is used for EX special moves and offensive stage interacts.
 * Players can spend a portion of their offensive stamina gauge to perform enhanced versions of their special moves, which may have increased damage, range, or unique properties.
 * Offensive stage interacts, such as using weapons or throwables, also consume offensive stamina.
 * The offensive stamina gauge starts full at the beginning of the match and gradually recharges over time.
 * Defensive Meter
 * The defensive stamina gauge is used for defensive actions such as move cancels, breakaways, and defensive stage interacts.
 * Players can spend a portion of their defensive stamina gauge to cancel their current attack animation and quickly transition into another move, allowing for combo extensions or defensive options.
 * Breakaways are defensive maneuvers that allow players to escape from combo strings initiated by their opponents. Performing a breakaway consumes defensive stamina.
 * Defensive stage interacts, such as utilizing defensive interactables or evasive maneuvers, also require defensive stamina.
 * Like the offensive stamina gauge, the defensive stamina gauge starts full at the beginning of the match and recharges gradually over time.
 * Combo Breakers and Wakeup Attacks
 * Combo breakers and wakeup attacks, which are defensive options used to interrupt or punish opponents' attacks, utilize both the offensive and defensive stamina gauges.
 * Performing a successful combo breaker or wakeup attack drains a portion of both stamina gauges.
 * Resource Management
 * Players need to manage both their offensive and defensive stamina gauges effectively throughout the match, considering when to spend stamina on powerful offensive moves or defensive actions.
 * The gradual recharge over time encourages strategic decision-making and timing for stamina usage, ensuring that players can regain their resources but must also consider when to make their moves.

Super Moves:

 * Semblance
 * Semblance Meter
 * The Semblance meter starts empty at the beginning of the match and gradually fills up over time.
 * Taking and dealing damage will charge the Semblance meter at an increased rate, rewarding aggressive and skilled play.
 * Activation and Duration
 * When the Semblance meter is filled, players can activate their Semblance to enter an enhanced state.
 * Once activated, the Semblance will remain active for a limited time, giving players access to additional buffs, debuffs, and special moves unique to each character.
 * The duration of the Semblance can vary between characters, allowing for diverse play styles and strategies.
 * Semblance Charge between Rounds
 * The Semblance charge does not change or reset between rounds, allowing players to carry over their progress and utilize their Semblance more strategically.
 * This adds continuity to the gameplay and encourages players to plan their Semblance usage across multiple rounds.
 * Deactivation and Semblance Meter
 * At the end of a round, the activated Semblance will be automatically deactivated, but the Semblance meter will not be emptied.
 * This means that players can continue charging their Semblance meter during subsequent rounds, even if their Semblance was active in the previous round.
 * Last Stand
 * Conditions for Activation
 * The Last Stand mechanic can be used once per round and is available only if both of the following conditions are met:
 * The player’s health must be 30% or lower, indicating that they are in a critical state.
 * The opponent must be on match point, meaning they are one round away from winning the match.
 * Super Move
 * When the Last Stand conditions are met, players can activate their Last Stand super move.
 * The Last Stand super move is a powerful and cinematic attack that can turn the tide of the battle.
 * It may have enhanced damage, unique properties, or visual effects, making it visually impressive and impactful.
 * Strategic Considerations
 * The Last Stand mechanic encourages players to strategize and manage their health throughout the match, as well as consider the pacing and momentum of the fight.
 * Players must weigh the risk and reward of using their Last Stand super move, deciding whether to save it for a crucial moment or employ it earlier to gain an advantage.

Aura Break Mechanics:

 * Mechanics
 * When a player connects with a combo or special move in a specific way, an Aura Break can be triggered.
 * The Aura Break is accompanied by a slow-motion close-up of the move making impact, emphasizing its power and impact.
 * During the Aura Break, the visual effect of the character's aura shattering can be displayed, signifying a significant strike or moment.
 * An audio effect of ringing ears can further enhance the impact and intensity of the Aura Break.
 * Trigger Conditions
 * Aura Breaks can have various trigger conditions to keep the gameplay dynamic and strategic
 * Move Count: Landing a move a certain number of times within a combo or sequence can trigger an Aura Break, rewarding players for successfully executing complex strings.
 * Special Move Timing: Landing the second hit of a special move after the first hit misses can trigger an Aura Break, rewarding players for precision and timing.
 * Counter Hit: Landing a move as a counter hit, hitting the opponent during their attack animation, can trigger an Aura Break, rewarding players for reading their opponent's actions.
 * Whiff Punish: Landing a move as a punish when the opponent misses their attack (whiff) can trigger an Aura Break, rewarding players for their quick reactions and anticipation.
 * Limited Usage
 * Aura Breaks should have limited usage to maintain balance and avoid overuse.
 * Each move that can trigger an Aura Break can only do so once per match, preventing excessive repetition and ensuring that Aura Breaks feel special and impactful.
 * Offensive stage interacts that trigger Aura Breaks can follow the same limited usage rule, adding another layer of strategy and excitement to stage interactions.

Tournament Towers
The classic arcade mode with different towers to choose from. Tournament Towers include three different classic towers and two special ones. The three classic towers are differentiated by the amount of opponents that stand before the player, 5 opponents, 8 opponents, and 12 opponents. In each of the three classic towers, the final two matches feature a sub-boss fight against either Salem or Ozma, and the final boss fight against Grendel. The special towers are Survivor and Endless, both offer a challenge to players. Survivor has the player facing 30 opponents with remaining health from previous matches carrying over. Every five matches will add health to the player, and impressive performances will also provide additional health in subsequent matches. Endless has the player facing an infinite number of opponents with progressively increasing difficulty until the player is defeated.

Premium Towers
Premium towers are special towers that refresh at different intervals and provide special rewards to players. There are five different towers to choose from. Rapid Tower refreshes every hour, Mission Tower refreshes every three hours, Exhibition Tower refreshes every 12 hours, Raid Tower refreshes every 24 hours, and Online Assist Tower refreshes every 12 hours. Online assist towers allows player to join others online to fight a very powerful foe.

Pre-Order Info
* On launch

** Beta is exclusively for Xbox and PlayStation

*** Early Access is three days prior to global release

**** Post launch