Combat and progression
How a turn resolves, what energy and harmony do, how curses and ultimates fit in — and what ANDY does not have yet.
A turn-based fight
Combat is turn-based and deterministic: every action resolves through the same effect pipeline, so the same inputs produce the same outcome. On a turn you can attack, rest to recover energy, use abilities, artifacts or consumables, and — when you have enough harmony — fire your ultimate.
Two resources, two jobs
Energy spent on abilities. Resting recovers it, and several abilities and effects manipulate it directly.
Harmony the fuel for your ultimate. It is gained from dealing damage, taking damage, triggering your own affinity's curse, and spending energy on abilities. Spending it on an ultimate resets harmony to zero.
Curses, statuses and ultimates
Curses are the damage-over-time and debuff layer. There are 17 Human curses, and the one you inflict is decided by your affinity.
Statuses are the shared vocabulary of combat modifiers — buffs, debuffs and control effects that many pieces of content read and write.
Ultimates are the payoff. There are 16 Human ultimates, one per affinity, each with its own harmony cost.
What ANDY does not have yet
Being straight with you: progression and rewards are not published. There is no levelling, currency, or prestige system in the game today, and this site will not pretend otherwise.
That means the loop right now is build, fight, and learn the matchup — not grind. If a progression system ships, it will appear here as registered content rather than as a promise.
The endgame
The Seven Deadly Sins are seven Divine bosses, each with published combat mechanics that rewrite a rule of the fight. Their mechanics are real; their story is deliberately not published here.