Battle
Battles run as persistent world-map combat sessions
Step Conquest battles are world-linked fights. What happens in battle carries back to the same legions on the world map.
When a legion reaches a target, the game creates a real battle session tied to that world-map action. Health, drops, reinforcement, and readiness all carry back into the campaign instead of disappearing after the win screen.
Section 1
How a battle starts
The battle starts from the campaign itself, not from a disconnected side menu.
- A legion first spends steps on marching, not on pressing a detached battle button.
- When that legion reaches the tile, the game builds a battle world from the tile encounter, the saved roster, and the current world state.
- Any active legion food prep is applied to player units before the fight begins.
- The fight can continue in the background, then be opened from the map for live viewing.
Battle Session In Motion
A live battle clip from the mobile game. This shows how Step Conquest battles play out as persistent world-linked combat sessions instead of disconnected popups.
Section 2
Why multiple legions matter later
Commanding more than one legion is one of the most important strategy upgrades in the game.
- Each legion can be commanded separately on the world map to conquer tiles, forage, or mine at the same time.
- That means one legion can keep frontier progress moving while another gathers materials or stabilizes a route.
- In tougher fights, legions can also reinforce each other instead of acting like isolated teams.
- The current cap is 4 legions with up to 6 units each, so later battles can grow into 24-unit fights.
- This is especially valuable in boss fights, where reinforcement can help a losing legion survive a wave or turn the fight at the right moment.
- That commander-style layer gives meaning to positioning, timing, and deciding which legion stays on economy duty and which one pushes combat.
Section 3
How combat resolves
The combat layer is auto-resolved, but it still has real tactical structure.
- Alive units are queued into rounds and act in turn rather than all striking at once.
- Units move across walkable combat tiles, face targets, and use their role-based attack profiles automatically.
- Critical hits, chain attacks, counter attacks, and rage-based skill triggers can all change the pace of the fight.
- Victory is resolved inside the battle session, then the results are pushed back to the same campaign state that created it.
Section 4
What the stats mean
The main stats are easy to read, but together they create fights that are not completely predictable.
- ATK controls physical damage output.
- MAG controls magical damage output.
- DEF reduces incoming physical damage.
- RES reduces incoming magical damage.
- HP decides how much punishment a unit can survive.
- SPD helps decide battle tempo through faster action flow and responsiveness.
- CRIT is the chance to land a critical hit.
- CRIT X is the critical damage multiplier when that crit happens.
- CHAIN lets a unit do multiple attacks in one turn when it triggers.
- LIMIT is the maximum number of chain follow-ups a unit can keep triggering.
- COUNTER is the chance to answer an enemy hit with a return attack.
- RAGE builds during battle and powers special attacks or rage-mode behavior once the threshold is reached.
- Because CRIT, CHAIN, and COUNTER are percentage-based, battles stay dynamic and can swing in exciting ways instead of feeling fully scripted.
Section 5
Why gear matters so much
Weapons and armor are not flat throwaway upgrades. They help make every roster feel more personal.
- Weapons, armor, and accessories can roll with rarity, so not every piece of gear belongs to the same power tier.
- Gear also uses procedural stat rolls, which means two players can own the same gear family but end up with different stat strengths.
- That gives units more individuality because one build may lean into damage, another into durability, and another into reactive percentage stats.
- It also makes crafting and loot progression more exciting because you are not only chasing the item name, but the quality of the roll on that item.
- Over time this adds uniqueness to every account, every legion loadout, and every battle plan.
Section 6
What carries back to the map
The aftermath is part of the strategy layer, not just the visuals.
- Battle rewards are built from enemy drop tables, gold values, and boss-region tables when relevant.
- Legion HP and mana are merged back into the world roster instead of being silently reset after every fight.
- If every unit in a legion is at 0 HP, the game blocks new conquest pushes until that legion goes to the Infirmary.
- This is why route planning, recovery time, reinforcement timing, and support prep matter as much as the win screen itself.