in: Art, Visual effects, Turn VFX groups
Pull and Glide VFX
In the alpha Art · facts checked 2 November 2026
Pull and Glide VFX is the effect group for movement skills in turn-based rooms. Pull uses a process to grip a tile and draw the body there. Glide is a brief move with no rope. Glide is never immunity, so nothing is drawn on or around the gliding body.
How it works#
| Cue | Phase | What the player sees |
|---|---|---|
| Legal anchors (Pull) | Preview | A dotted ink diamond on every tile the engine accepts |
| Legal landings (Glide) | Preview | A dotted 5×5 square at each accepted tile's centre |
| Hovered Pull | Preview | A hollow diamond, a dotted ghost rope, route pips and two-tone landing corners |
| Pull on a clump | Preview | Chevrons pointing back toward you and a dotted ghost footprint where the clump lands |
| Contact, grip | Resolve | Four pixels close on the anchor; a solid diamond and two clamps that close 1 px |
| Flow | Resolve | The body slides one tile-step at a time; route pips are used up as it passes |
| Arrival | Resolve | The anchor dithers out and settle ticks step out beside the foot |
| Debris slide | Resolve | The clump moves a tile-step at a time; olive scuffs on each tile it leaves fade |
An illegal or spent aim draws nothing. Illegal tiles are never offered, and the hover title gives the reason. Events play one step at a time, and a Pull with its dragged debris counts as one step.
Reduced motion#
The first reduced-motion clip let the body vanish from one tile and appear on another. The user rejected it on 2 November: "This looks too much like teleporting." The approved version (2d9792e6) draws the real path as a still dotted ink-and-cream trail, with a faint ghost outline on the start tile. It holds for the step, then fades in whole steps. This became a rule for every movement effect (see VFX).
Development#
- Critique: two blind rounds before the turn rebuild. Glide's landing marks were too faint on the dark map and were strengthened.
- Rebuilt for turns on 1 November; Pull on debris now uses the engine's real drag.
- User review, 2 November: clips 1–6 approved; clip 7 redone as above.
- In the alpha: pinned at
06d31ebd0, with the foot point from Claude B'sctx.foot.
Gallery#

See also#
Sources#
06d31ebd0:docs/vfx/groups/pullglide.mdb89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/.pinned/vfx/pullglide-turns.PIN.json- docs/ops/agent-messages/2026-11-01-claude-workstreams-todo.md (working copy, not in Git)
What links here (30)
- Art direction
- Astro VFX
- Build VFX
- Care VFX
- Character sprites
- Encounter backgrounds
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- Hearth podium
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- Movement VFX
- Orders VFX
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