Portrait Illustration of JaiyanaWith each playable character you meet in Causeway, we want you to experience something unique and special.

The richest source of inspiration we've found is 'people'! We make several human qualities central to our design process.


Positive and Negative Traits

The first quality we examine are human needs. We imagine that for each character, one of their human needs is being met in abundance, while another is never met.

For example, one character might give a player a strong feeling of Presence, while challenging them on their need for Space.

This creates a unique tension in the character — which we explore in many ways. It affects how they present themselves, traces deep roots through their lore, and it transforms their gameplay through their Pledge.

The Pledge ability contains a positive-and-negative trait pair which is unique to that character.

Here are some examples:

Fellowship Icon

Way of Life

Passively, friendly units within a radius of Messiah cannot die; they will be left with at least 1 life.

Also: Messiah cannot bring enemies below 50% life.

Nothing to Waste Icon

Nothing to Waste

Activate to cause Jaiyana to swoop to a target Item and heal a percentage of her missing health.

Also: Jaiyana will swoop to any enemy unit that dies near her and heal a percentage of her missing health. This behaviour is involuntary.

Infamy

Infamy

Passively, Rasputin blocks enemy vision like a wall, so they can't see past him.

Also: Rasputin is visible to enemies through fog of war at all times.

These traits ensure each character is distinct and irreplaceable, even as the cast grows.


Leadership Potential

In Causeway, we focus on characters who are 'leaders' of some kind. They might be guiding a nation, connecting an industry, or nurturing a family. In all cases, they are people who can be mindful of others.

Here are the eight leadership styles which our characters use. These aren't intended to inform "roles" within a team, but you might find a certain style becomes a favourite for you.

Diagram showing the 8 leadership styles used in the MOBA game Causeway

Continual Expression

Flexibility and meaningful choice are a big part of Causeway. In this spirit, the game has:

  • No stuns (as these remove interesting choices – more details)
  • No randomness (it does not test any improvable skill)
  • No 'out-of-mana' (but further casting incurs penalties)

Choice is deeply ingrained in character abilities. Instead of binary "hit-or-miss" outcomes, Causeway abilities aim to produce a gradient of outcomes depending on how they're used.

For a simple example:

Attract Icon

Attract

Stars fall from the sky along the dragged line (of variable length/direction). The stars deal more damage the less area is covered.

Gradient Abilities allow players more opportunities to create variance in fights: turning around ganks, or innovating mid-combat with clever and unexpected ability usage.

Combined, these features change how fights develop. There aren't any '1-shot' assassins, or chain-stunning to take characters out of a fight early. Engagements involve more dialogue between players, and have time to let the game's deep interactions unfold.


Meet the Cast

Here is a list of some characters playable in the Causeway alpha:

They are of course subject to change, and more will be introduced over time.


Tempest Causeway Character Illustration Bordered
Illustration of the character 'Molan'