At the end of August and the beginning of September, we worked on animation playback speed in Unity. Timing deserves its own attention: even a suitable movement can feel different when its pace does not fit the surrounding scene.

Readable actions matter in Homefall. We want players to understand what a character is doing without feeling unnecessary pauses between familiar actions. That calls for balance rather than simply speeding up every animation.

Animation playback speed is not the same as frame rate or the speed of the game as a whole. This iteration concerns character movement within a scene. It does not signal a change to turn-based combat or a claim about optimisation results.

This round of adjustments is complete. We are continuing to consider how individual movements work together, focusing on both their form and the rhythm that turns them into a character's actions.