Skip to main content

· Combat & progression

Character customization and modular armor systems

Scars of Honor's character presentation is built around modular equipment and limited but practical character customization. The system is designed to support visual variety while remaining compatible with the game's armor pipeline and race-specific models.

Character customization scope

The planned customization options include facial variation, hairstyles, beards, and related appearance choices. Male- and female-specific hairstyles are mentioned alongside some shared options.

Additional ethnicity variations are also said to be in development. Hair rendering is supported by a dedicated shader intended to give hair a more convincing appearance without pushing the game toward high-fidelity realism.

No extensive body sliders

Full slider-based body customization is not favored. The main reason given is technical: the armor system is complex, with many interchangeable pieces and states, and unrestricted body scaling would create fitting problems across equipment.

The same concern applies to detailed facial sliders. The preferred alternative is a curated set of facial features and appearance options that preserve the intended look while avoiding distorted results.

Modular armor structure

Armor is described as highly modular, with multiple swappable pieces per character. Individual parts such as shoulders, boots, and other components can be mixed across sets, allowing players to combine low-level and high-level pieces into a single look.

This modularity is presented as a major part of player self-expression. The system is intended to let players create their own visual combinations rather than wear only fixed full sets.

Number of sets and variations

Several armor concepts shown are said to already exist in the game, with others still in development. Each set is described as having multiple variations, and the combination of interchangeable pieces is said to produce a large number of possible appearances.

NPC clothing follows a similar visual language, though NPC outfits are generally less complex because they do not always need the same mix-and-match compatibility as player gear.

Gear quality and free-to-play concerns

The discussion addresses concern that a free-to-play game funded partly through cosmetics might make ordinary gear look intentionally unattractive. The stated direction rejects that approach.

Entry-level and world gear are still intended to look good, though not so extravagant that progression loses its aspirational value. The visual ladder is meant to preserve a sense of advancement without making basic equipment appear deliberately poor.

Dye system considerations

A dye or recolor system is discussed as a possibility, but not as a confirmed feature. The main challenge is that the art style relies heavily on gradients and hue variation within materials.

A simple flat recolor overlay would remove much of that richness and could make equipment look visually empty. Any dye system would therefore need a technically robust solution that preserves the style.

NPC conversion and production priorities

Some NPC outfits may be adaptable into wearable player items, but this would require additional technical work. Production priority is said to favor player-facing armor kits over static NPC costumes.

Druid form cost and asset complexity

The druid is described as especially expensive to produce because its transformations function almost like additional characters. Each form requires its own model, rigging, animation, VFX, and sound work.

A tank form and a caster form are both referenced. The caster form is shown as a default form available through normal gameplay rather than as a paid cosmetic. Additional ambient effects such as emissive surfaces or falling leaves are discussed as possible enhancements rather than confirmed final features.

Source

  • Recording: Scars OF Honor - Graphics and Art Discussion with Art Director Rasmus Hansen
  • YouTube: Watch on YouTube
  • Published: Sunday, March 1, 2026 at 9:09 PM UTC

← Back to Combat & progression