· Combat & progression
Gathering minigames and social resource play
The gathering system in Scars of Honor is presented as an active profession system built around minigames rather than passive resource clicks. Gathering covers mining, wood cutting, herbalism, skinning, and fishing, with the showcase focusing on mining, wood cutting, and spear fishing.
Core gathering model
Resources come from world sources such as copper veins, glow trees, and fishing spots. Higher-tier nodes are said to provide better and more valuable materials. Gathering requires appropriate tools, and success depends on completing a minigame whose difficulty is affected by the node, the tool used, and the player's skill level.
The design goal is to avoid a passive interaction where the player simply clicks a node and waits. Gathering is instead framed as gameplay that should remain engaging and somewhat challenging.
Mining
Mining uses a timing-based minigame. A marker moves left and right, and the player must strike when it passes through a vulnerable zone or a smaller critical zone.
Mining yields metals used for item crafting and, in the future, for furniture and crafting stations. Rare crystals and other drops are also said to support item crafting and alchemy.
Larger ore nodes are designed as group content. These require multiple players and offer higher chances for rare loot and larger resource payouts. Even in party nodes, the result is said to depend on each participant's individual performance.
Wood cutting
Wood cutting combines timing with aiming. Players choose where to strike by holding an input to set the height of the hit on the trunk. The goal is to keep hitting the same area so the tree falls efficiently.
Wood is described as a core material for item crafting, furniture, and housing-related uses.
Fishing
Fishing is presented in a nonstandard form as spear fishing rather than rod fishing. After harpooning a target, the player must react to the fish's movement and pull in the correct direction as it struggles.
Fish and other marine creatures are said to support cooking, alchemy, armor crafting, and market sales. The team also notes that valuable items such as pearls and lost artifacts can be obtained through fishing.
Progression and difficulty
The team says higher-tier resources should initially feel difficult to harvest. Better tools and increased gathering expertise are intended to make earlier tiers easier over time, while new tiers restore the sense of challenge.
Dynamic node spawning
Resource spawning is described as region-based and dynamic. The system is intended to adapt to player activity so that zones are neither overcrowded with nodes nor left too empty to support gathering.
This is meant to respond both to high-activity periods, when many players are harvesting, and low-activity periods, when only a small number of players are present in a large zone.
Party nodes and social design
The showcase places special emphasis on group gathering nodes, described informally as "boss nodes." These cannot be completed solo and are intended to encourage spontaneous cooperation, including calling for help through chat or voice communication.
The studio says the game should remain playable solo, but group play should be rewarded with better outcomes. This philosophy is presented as part of the game's broader MMO identity, where social interaction is meant to matter not only in combat but also in professions.
Party gathering is planned for mining, wood cutting, and fishing, and party crafting is said to be under investigation.
Source
- Recording:
Scars Of Honor Showcase June 2025 | Scars of Honor - YouTube: Watch on YouTube
- Published: Friday, June 20, 2025 at 5:20 PM UTC
