Enemies • verified bestiary

Regular foes teach you how to spend stamina wisely.

Before you reach any Alpha boss, you'll face weapon-carrying dinosaurs in the regular routes. Each type teaches a different defensive habit: basic pairs teach two-target management, tridents teach spacing, scythes teach commitment tracking, and hammers teach patience. This bestiary starts with the Dry Canyons Demo confirmed entries. Later biomes will be added after screenshot capture.

Hands-on notes:Dry Canyons Part 1–3 confirmed entries from hands-on routing.
Release-day check:Exact HP values, damage scaling and region distribution still need current-build capture.
Confirmed region
Dry Canyons (Demo route)
Core lesson
Each enemy type tests a different stamina-management habit
Stamina rule
Blocking and attacking both cost stamina; over-attacking is the main way regular foes become lethal
Capture status
Later biomes (Canyon, Grasslands) still need screenshot pass

The four Dry Canyons patterns

The Demo route uses four regular enemy patterns as a teaching sequence. They scale from basic to patience-demanding, and each one foreshadows a boss mechanic you'll face later.

Dinoblade enemy screenshot showing trident-wielding dinosaur in Dry Canyons
Player-captured screenshot from regular enemy encounter. Source: community gameplay footage.

How to handle each type

Dinoblade enemy screenshot showing hammer-wielding dinosaur in Dry Canyons
Player-captured screenshot from regular enemy encounter. Source: community gameplay footage.
  • Paired warriors: kill one cleanly before turning to the second. Don't try to trade with both at once — you will run out of stamina and get punished.
  • Trident dino: keep your distance, punish only after a missed thrust. Blocking the thrust works but drains more stamina than deflecting.
  • Scythe dino: wait for the full swing to commit, then step in for a short punish. Don't try to empty your bar — scythe recovery is fast enough to catch greedy follow-ups.
  • Hammer dino: let it commit to three swings, then punish once. After the third swing you get a clear window. Charging in before the three-swing string ends is how players die to this type.

Why these matter for bosses

Each regular enemy pattern foreshadows a boss you'll face in the Dry Canyons route. If you don't learn the basic pattern on regular foes, the boss version of that pattern will feel much harder.

Stamina rules that apply everywhere

  • Never spend your whole stamina bar on offense. Always keep enough for one block or one dodge exit.
  • Blocking costs stamina. Deflecting restores stamina and Resonance. If you're running out of stamina, you're blocking too much — switch to deflects.
  • Charge Attack costs 5 Resonance when fully charged. Don't waste it on single regular foes; save it for boss openings or groups you need to clear quickly.
  • When you die to regular foes, check your stamina bar first, not your damage stats. The failure is almost always overspending.

What comes next

Later biomes will add new enemy types after screenshot capture. Canyon is expected to introduce heavier armored variants; Grasslands is expected to add faster forest-type enemies. This page will be updated as each region's bestiary is verified.

Release-day check: Capture Canyon and Grasslands enemy types, attack patterns and punish windows before adding them to this bestiary.