Combat
Highwater's battles look like XCOM and behave like a chess problem. Every source of randomness that a tactics game normally uses to create drama has been removed.
The rules, as verified
| Rule | Detail | Source |
|---|---|---|
| Board | Rectangular grid, isometric camera, hand-authored per encounter | Multiple reviews |
| Action economy | One move and one action per character per turn | Shacknews |
| Action points | None — no AP pool to budget | Games Asylum |
| To-hit | No hit-chance percentages. If a target is in range, the attack lands | Entertainium |
| Turn order | Player party acts, then enemy party retaliates | Hardcore iOS |
| Undo | Movement can be undone after acting | Games Asylum |
| Restart | Any battle can be restarted at will, no penalty | Games Asylum |
| Animation skip | Fast-forward exists but is never stated in the UI | Games Asylum |
| Win condition | Usually "all enemies down, at least one ally standing"; often an objective instead | Hardcore iOS, Shacknews |
| Length | ~10–15 minutes per encounter | Games Asylum |
Unverified quantitative layer
No HP totals, damage values, ranges or movement allowances have been read from game data — the game ships no accessible data files and no source release. The only hard number found in the wild is a community claim that robot dogs have 3 HP, used as a setup for Josephine's chain (Steam collectibles guide). Treat every specific value in this vault as unverified until someone unpacks the build. See Sources.
Determinism is the design
Removing the to-hit roll converts each board from a risk-management problem into a solvable one. The consequences run through the whole game:
- Failure is informational, not punitive. You lose because you missed a line of play, not because a 78% shot whiffed. Restart-at-will and movement undo close the loop: the encounter is a puzzle you retry, not a run you protect.
- No cover-percentage layer. Cover exists physically — objects block lines and can be destroyed — but not as a probability modifier, so its value is binary and readable at a glance (Environmental Interaction).
- Enemy AI can be simple without feeling cheap. With no dice, the enemy turn is a predictable consequence of your positioning; players read AI mistakes as their solved line.
- The difficulty ceiling is authored, not tuned. Because there is no build layer (Equipment & Boosters), a fight can only be made harder by adding board complexity — more enemies, more objectives, more moving parts.
Reviewers converge on the phrasing without prompting: "tightly designed logic puzzles" (Forbes), "more of an isometric puzzle than a true turn-based experience" (GamingTrend), "battles are often puzzle-like" (Impulse Gamer). The dev's own framing — "puzzle meets chess" — matches.
Objective variety
The kill-everything default is broken regularly, and this is where the encounter design earns its keep (Enemies & Encounter Design):
- Fetch — retrieve an item from the battlefield
- Reach — move characters to a location before a turn limit
- Protect an object — the generator defence, with an achievement for finishing with all generators undamaged
- Protect NPCs — the Alphaville riot, where losing a single civilian forfeits "Good Samaritan"
- Escape — the sewer, where rats spawn endlessly and killing them is a trap
- Avoid entirely — the museum battle can be skipped by answering film-trivia questions correctly
- Three-way fights — Alphavillians vs Insurgents, Insurgents + robots vs a scavenger; and some allies are AI-controlled rather than yours to command
Where it thins out
The system has no depth reserve. There is no flanking bonus, no overwatch, no status economy beyond a handful of one-off effects (Nikos' camera flash skips an enemy turn), no cooldown management, no positioning payoff beyond range and ledges. Once a player has seen each character's two or three verbs, novelty has to come entirely from the board. Reviewers who played to the end report exactly that curve: "goes from cute to tediously drawn out" (Medium), while the same reviewers praise individual set-pieces.
What breaks if you remove it
Remove the determinism and Highwater becomes a small, shallow XCOM with 30 missions and no build system — strictly worse than its peers. The no-miss rule is the load-bearing decision that lets a two-verb combat system carry a 7-hour game.
Related
Environmental Interaction · Party & Characters · Enemies & Encounter Design · Comparative Analysis