Every swing tells a story now — your character winds up, commits, and follows through with the exact tool in hand, whether that's a sword arcing through a slime or a pickaxe biting into stone.
Directional walk animations — smooth walk cycles play in all four directions, driven by a JSON animation file so timing is always in sync.
Attack and swing clips — swinging a sword, chopping a tree, or striking a rock each plays its own distinct animation clip.
Per-weapon overlay skins — the actual weapon or tool you have equipped appears over your character during the action, matching what you're holding.
Swing commit window — the animation locks out new movement for a brief moment at the start of a swing, giving attacks a satisfying weight and commitment.
One-shot tool clips — mining and chopping play through once and stop cleanly, rather than looping, so they feel deliberate rather than frantic.