Tamashī

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Tamashī  (Japanese: 魂, Soul) is a third-person arena fighting and tower defence game. Based upon the series, Tamashī is an umbrella game that features a variety of characters from a number of different sources known to the game's creator, . This is a reboot of another project known as Tamashī, which began development in 2014 as a collaboration between (then known as Fandraxono) and the aforementioned Orchid;Somnium.
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 Story 
    Main article: List of Fighter Missions
Set within a simulation known as Seikatsu.exe, digital copies of warriors from across the multiverse are created in order to collect Tamashī Shards in order to stabilize this virtual world after it has been infected with an unknown virus.
Unlike most other umbrella games, Tamashī does not feature an overarching story. Instead, all characters have a set of five personal missions that reference situations from their original appearances. These are battles created based directly off the data used to create the warriors' virtual selves. Completing a character's missions increases the rate at which they gain EXP points, and special bonuses can be unlocked to enhance the character's abilities.
 Gameplay 
Tamashī is a class-based arena fighting game that combined elements of similar third-person shooters such as , , and the aforementioned Plants vs. Zombies: Garden Warfare. Like those games, Tamashī allows the player to choose between playing as a number of different characters, with unique weapons and abilities that grant them certain roles in battle. There are two types of classes: Melee Fighters and Ranged Fighters; the former are close-ranged fighters with higher defensive capabilities, while the latter are long-ranged fighters whose weapons contain a limited amount of ammunition. Both types of fighters have multiple special abilities that must recharge after a short period of time upon use. While fighters with projectile-based weapons have the advantage of range, all melee-based fighters feature higher defence and health. Melee Fighters' weapons act as a three-hit combo attack system, and the player can extend the final attack in their combo by holding down the attack button following that attack. Similarly, some Ranged Fighters also possess the ability to charge up their projectile attacks to increase their range out damage output, at the cost of needing to, of course, hesitate before firing.
In battle, health can be recovered both over time - a small portion of damage taken will be recovered when the fighter has disengaged in combat - and by some of the abilities possessed by fighters. Healing abilities can appear in the form of area of effect abilities, direct healing to a single target, or by dropping items that can be collected simply by running over them. Once all of a fighter's health has been depleted, they transform into a small white cube that floats a short distance above the ground. As this cube, the player is given a timer on their HUD that counts down until they are forcibly respawned, returning back to the battle as the character they had chosen. However, should one of their allies stand inside of the area the cube occupies, they will "revive" the player, allowing them to rejoin the fight without needing to wait until their timer ends; after a few seconds have passed after a player's defeat they are also given the option to manually respawn, though this prevents their teammates from reviving them and thus forcing them to respawn at one of the pre-determined spawn points.
Tamashī Shards act as EXP bonuses when collected, with the amount of EXP given being based on the size of the shards collected; they come in multiple sizes, with the smallest (often known as Tiny) giving 1 EXP, while the largest (often called Giant) granting an astounding 10,000 EXP. Smaller Tamashī Shards are given to the character randomly while assisting in completing objectives, KOing other fighters, or summoning consumable Goons, while larger Tamashī Shards appear randomly in battle and can only be collected by one fighter; their appearance in the former is always randomized in terms of it's placement, and a marker is placed on it's position for a short period of time. Tamashī Shards of all sizes can also be collected in the Stronghold Rei mode.
By levelling up characters, playing games, and completing randomized Daily and Weekly Challenges, players unlock Chikara Points (CP) that can be used in the in-game shop. The in-game shop contains a variety of items that allow the player to alter their characters in certain ways, such as adding elemental effects onto their attacks or changing elements of their physical appearances. The shop also carries consumable item that allow players to receive buffs throughout a single battle or consumable Goons that can be summoned in some game modes. Chikara Points can not be purchased through real world currency; additionally, the game features no traditional "loot boxes", as all items can be purchased normally in the shop, though the player can opt to purchase a random selection of the aforementioned consumable items for a surplus of Chikara Points.
 Game Modes 
The game is primarily a multiplayer-focused game that features a variety of game modes. Tamashī include both team-based and free-for-all game modes that put focus on a number of objectives. Team-based game modes feature the teams of (Ko) and (Ro). There are two classifications of game modes: Small Modes, which are quicker and feature more combat-oriented objectives akin to the Call of Duty or Halo series; and Large Modes, which are more expansive objective-based modes played on larger maps that allow players to summon Goons to aid their teams. Online, Small Modes limit the player count to 30 - with fifteen players divided across two teams - while Large Modes extend it to 64 - with 32 players being placed on a team; both types of game modes can begin should fewer than the maximum number of players be in a lobby.
:   Small Modes
Mode 	Description
Last Chance 	An unorthodox game mode in the fact that one can not choose to play this mode at their pleasure. Rather, when two or more enemies achieve the same score at the end of a match, then they will be placed in a round of Last Chance. The goal of Last Chance is for the player to KO the other players without being KO'd themselves, as all characters spawn with only a single stock and the last character standing will claim victorious overall. In team-based games that end in a draw, the players with the highest score on each team will enter a one-on-one Last Chance battle; in free-for-all matches, everyone who tied with the same score will be placed in a single match simultaneously. For Last Chance battles, characters never regenerate health and all characters start at 50HP.
Free Campaign 	A timed battle where there are no teams. Characters with the sole objective being to KO the other fighters in battle. There exists both a set time limit of 20 minutes and a score limit of 50. Should the score limit not be reached, then the player with the most amount of KO's at the end of the battle is the victor. Points are only distributed should a defeated player not be revived by their allies.
Team Campaign 	A timed battle where there are two teams. The two teams are to fight one another with the sole objective being to KO the other team's members. The game has a set time limit of 30 minutes and a score limit of 100. Should the score limit not be reached, the team with the highest amount of KO'S at the end will be claimed the victor. Points are only distributed should a defeated player not be revived by their allies.
Capture the Flag 	Two teams of warriors fight over two flags, each of which spawn at the team's "bases" at both ends of the map. Once a character has picked up the other team's flag, they are unable to use their abilities (but can still attack normally) and thus it is suggested that their teammates aid them as they return to their team's base as they will be marked for all players. A flag can only be captured should their team's flag be at their base; by KOing a fighter with their flag, the player or their teammates can either wait 15 seconds for the flag to reappear at their base, or simply run through it to send it back automatically. There exists both a set time limit of 20 minutes and a score limit of 10.
Dominion 	A battle where three flags appear in set location around the map, and capturing them grants teams points. Flags can be captured by having any number of members of a single team within the area around the flag (marked with a glowing border); if members of both teams are in a single flag's area, it will be Contested and no points will be given out until only one team remains. One point is given out every two seconds per flag captured. There exists both a set time limit of 30 minutes and a score limit of 100.
Vampyric Dominion	A variation of Dominion where players are granted points by standing within the area surrounding a flag (of which three are always present around the map), as well as should an enemy be defeated and downed within this location. While standing within the area of a flag grants one point every five seconds should no enemies from the opposing team be alongside them (thus worth less than in a normal Dominion game), teams will also be rewarded five points every time an enemy is downed within the specified zones. These points are only added to the team's score once the downed player either manually or automatically respawns; thus by reviving fallen teammates within the zone, players can prevent their enemies from gaining points. There exists both a set time limit of 30 minutes and a score limit of 200.
Guardian Demons 	A variation of Team Deathmatch where only one player is capable of adding points to their team's total. A player on each team is designated that group's VIP, and one point is earned every three seconds they remain in battle without being defeated. Additionally, this player will also grant their team an additional five points whenever they KO an enemy, as long as that enemy is not revived by their allies. Whenever a VIP is defeated, the role is passed to another player on the team at random. Thus it is imperative to both protect the VIP while also allowing them to engage in combat. The game is limited by both a set time limit of 30 minutes and a score limit of 100.
:   Large Modes
Mode 	Description
Tower Showdown 	One team is designated as the Attackers, while another as the Defenders. The Defenders are tasked with protecting a large tower located in a specific spot on the map. They must defend this tower against the Attackers, who can capture the tower by standing within an allocated area within it. Once the Attackers capture a tower, the map begins to open up and this repeats twice more, followed by a final objective which is more complicated. The Attackers win should they complete every objective within the time limit, which extends every time they successfully complete an objective, while the Defenders win if they can protect their tower until the time limit runs out. In Online lobbies, the members of the Defenders and Attackers teams swap each game.
Hoard Encounter	A battle that features a giant boss character that two teams of players must work together to defeat. At the beginning of a battle, the players must fight through a hoard of minions commanded by the Boss before they reveal themselves, at which point players must determine the boss' weaknesses in order to take it down. All players have a limited amount of four stocks however and, once all of them are depleted, the "eliminated" players takes control of the boss' minions and aim to deter those they previously fought alongside. Those "eliminated" can still aid their team by defeating all of their former enemies (though they have no allegiances and thus could also fight their former teammates) and absorbing them into the boss' hoard, with the team with the last player standing being declared the winner should they be defeated. Players can also claim victory by defeating the boss before this happens. While every boss fight has different mechanics, they often go through phases of summoning CPU-controlled minions before appearing, then expanding the map and moving about the newly-revealed portion as this cycle repeats.
Boss Encounter 	A variation of the Boss' Hoard mode that does not grant players a limited number of stocks and thus features the sole objective of defeating the boss within a set time limit. This mode is otherwise identical in every way to the Boss' Hoard mode, and CPU-controlled minions will still be spawned every so often.
:   Fortress Rei
Fortress Rei is the main game mode focused upon in Tamashī. Fortress Rei is a cooperative mode which sees up to four players working together to protect a fortress from 25 waves of enemies, with only Defensive Goons at the players' disposal. The titular fortress is a wooden building which the player is unable to enter, but can stand atop to fire down onto enemies, and it will spawn in one of several set locations around one of the game's Large Maps. Should a player be defeated then they will be forced to spectate their allies until they clear the round, at which point they will return to battle. The game can end once all 25 waves of enemies are cleared, or should all four players be defeated in battle. Unlike in other game modes, the player is unable to change the character they have chosen at any point, even before they respawn.
Each round a steadily-increasing number of enemies will spawn on the map, and a round will end once they have all been defeated. As with other cooperative-based modes, Offensive Goons make up a bulk of the enemy army. However, a feature unique to the Fortress Rei mode, corrupted versions of fighter characters also appear within the enemy's ranks. These versions of enemies, which take on a purple, nebulous appearance, generally have less health and attack power than their playable counterparts but are still able to wield their weapons and use their abilities against the players. As with the normal enemies, the rate at which these corrupted fighters will spawn increases as rounds continue.
On rounds 5, 10, and 15 the amount of enemies spawned is lessened in comparison to the rounds directly preceding and succeeding them, due to the fact that they are accompanied by a randomly selected Mini Boss. This Mini Boss is the only enemy that must be defeated for the round to be completed, though as enemies spawn alongside it they are often in the way of completing this challenge. On round 5 only one Mini Boss will spawn, while two will appear for round 10, and three for round 15. Additionally, once all 25 rounds have been completed, the player will then be put up against a Giant Boss and their minions in addition to continuing to protect their fortress.
In order to properly defend their fortress, players are able to complete a bonus mission each round in order to earn an upgrade that assists the players in making it through all 25 rounds of enemies. The upgrades that the player can obtain are randomized each playthrough, just as the challenges they are linked to are. It should be noted however that, should a mission is left uncompleted by the time the round ends, it will be considered "failed" and players will lose out on the bonus offered. The following upgrades the player can obtain for their fortress include:
Rarity 	Upgrade 	Description
Common 	Extra Goons 	Places more Summon Terminals around the fortress, allowing the players to summon more Defensive Goons to aid them. This upgrade can only be earned once.
Common 	Heal Fortress 	Restores a small amount of health to the fortress.
Common 	Heal Goons (Light) 	Restores a small amount of health to all Defensive Goons remaining on the field.
Common 	Lookout Posts 	Places two raised platforms near the player's fortress, allowing ranged fighters to use these as sniper positions. These lookout posts can be weakened, and eventually destroyed, by enemy attacks however. This upgrade can only be earned once.
Common 	Speed Boost 	Slightly boosts the movement speed of all players for the duration of the next round.
Uncommon 	Barbed Wire Trap 	Encircles the fortress in a Barbed Wire Trap that deals damage to foes that walk onto it. The barbed wire can be broken should attacks hit it enough however. This upgrade can only be earned once.
Uncommon 	Blockades 	Places three small wooden walls around the fortress, which prevents enemies from approaching from these directions. These walls can be destroyed through the attacks of enemies however.
Uncommon 	Health Boost 	Slightly increases the maximum amount of health of all players for the duration of the next round.
Uncommon 	Heal Goons (Medium)	Restores a moderate amount of health to all Defensive Goons remaining on the field.
Uncommon 	Weak Bubble Shield 	Places a bubble shield around the fortress for the duration of the next round, which absorbs projectiles from enemies. Enemies can walk through the bubble shield's barrier however, and ranged weapons still harm the fortress should they be fired from within the shield's perimeter. Additionally the bubble shield will weaken whenever it sustains damage, thus rapid damage to a single part of the barrier will cause it to shut off for a moment. Once this upgrade is applied and the round utilizing it completed, it will not be offered again until at least two more rounds are completed.
Rare 	Attack Boost 	Slightly boosts the damage output and attack speed of all players for the duration of the next round.
Rare 	Defence Boost 	Slightly lowers the amount of damage all players sustain for the duration of the next round.
Rare 	Heal Goons (Heavy) 	Fully restores the health of all Defensive Goons remaining on the field.
Rare 	Quick Cooldown 	Lessens the amount of time it takes for the players' abilities to recharge for the duration of the next round.
Rare 	Self Revive 	Grants all players a Self Revive token, which allows them to instantly revive themselves when downed without needing to wait for an ally. Up to three of these tokens can be earned per match.
Rare 	Stone Fortress 	Replaces the exterior of the fortress with stone walls, slightly lowering the amount of damage it takes from attacks. This upgrade can only be earned once.
Super Rare	Boss Cannons 	Places two cannons in front of the fortress which fire large bombs that are capable of damaging enemies. These cannons are slow to fire and turn, and thus they only target bosses should they be present, and as such bosses will target these cannons when they reach the fortress. The cannons can be destroyed by the attacks of enemies. This upgrade can only be obtained once.
Super Rare	Heal Traps 	Slightly restores the health of any traps (barbed wire, blockades, etc.) that may be present in the battle. This upgrade will only appear should the player have previously obtained any of the traps it effects.
Super Rare	Instant Cooldown 	Makes the cooldown time for all players' abilities almost instant for the duration of the next round.
Super Rare	Iron Fortress 	Replaces the exterior of the fortress with steel plating, drastically lowering the amount of damage it takes from attacks. This upgrade can only be earned once, and will only appear should the player have previously obtained the Stone Fortress upgrades.
Super Rare	Summon Ally 	Summons a CPU-controlled fighter character to assist the players in defending their fortress. Unlike the players however, this CPU ally can not be revived and will be permanently out of action once they are defeated.
Super Rare	Team Retry 	Grants all players a single Team Retry token, which allows all players to restart a round should they all be defeated in battle. This upgrade can only be earned once.
The challenges that may be given to the player are not static, and have variables that are randomly determined from set variables. Whenever a mission is given to players, it is always accompanied with a 1-3 star rating which denotes it's difficulty; 1 star being "easy", 2 stars being "moderate", and 3 being "hard". The harder the difficulty, the more conditions are added to the challenge in order to successfully clear it though the chance of getting a rarer reward is increased. The level of difficulty of each challenge is randomly determined, but 3 star challenges become the standard at higher rounds. Additionally, should the player choose to play on the "Hard" difficulty, bonus missions will appear at random instead of appearing each round; they will be completely absent on the highest difficulty level, "Insane". Finally, bonus missions are not given to the player during boss rounds. The following challenges may be given to the players:
Challenge 	Description
Blast Targets! 	Targets are placed around the map, with the challenge being completed once all targets are destroyed. The amount of targets differs depending on the star level of the challenge: there are 10 targets on the 1 star difficulty, 15 on 2 stars, and 20 on 3 stars.
Bonus Boss! 	A weaker Mini Boss will appear on the stage and must be defeated for the challenge to be completed. On a 1 star difficulty the Mini Boss can be defeated at any time, while 2 and 3 stars difficulty ratings give the player different time limits for them to do so.
Fake Fortress! 	A fake fortress spawns somewhere on the map, which a group of enemies will make it their goal to protect. On 1 star difficulty the location of this fortress is shown with a waypoint, while it is not on 2 or 3 stars difficulty; for 3 stars difficulty there is also a weaker Mini Boss protecting the enemy fort in addition to a small group of enemies.
Find Supplies! 	Bundles of wood will appear around the map, and it is the player's job to collect all of them over the course of the round. The amount of bundles that appear increase depending on the star level, with three bundles spawning on 1 star, and five bundles for both 2 and 3 stars; for 3 stars difficulty there is an additional time limit placed on this task. When carrying a bundle of wood, the player is unable to use abilities or attack, though they can still run and jump normally.
Protect the Fort!	Protect the fortress from taking any damage. This challenge is failed should the fortress take any damage within a set time period (1-2 stars) or throughout the entire round (3 stars).
Rescue An Ally! 	A CPU-controlled fighter is spawned somewhere in the map, and some enemies will target them instead of the fortress. The challenge is failed should this character be defeated, as they must be protected for the duration of the round. During the round they will try to make it back to the fortress, and it is the player's job to escort them there so they can find safety within. On a 1 star difficulty the CPU ally's direct location will be marked with a waypoint; on a 2 stars difficulty two additional waypoints will appear and point towards enemies instead of allies; and on a 3 stars difficulty no waypoints will appear.
Stay Safe! 	This challenge differs greatly depending on the star level. On 1 star rating, the goal is for all players to refrain from being defeated in battle; on 2 stars, the goal is to refrain from taking a certain amount of damage collectively; and on 3 stars difficulty the goal is to not take any damage. These challenges last for the entire duration of the round regardless of difficulty.
 Characters 
:   Playable Fighters
By default, Tamashī features 20 playable characters, each from a different series. Additional 40 characters can be unlocked by completing character missions; this decision was made as to not overwhelm new players with an extensive roster while still providing them with a roster of characters from a variety of sources. Overall there are 60 playable characters, each with their own abilities that offer different strategies in battle.
In addition to the fighter's abilities, all characters have four stats which have different effects on the way they can be controlled in battle. These abilities are labelled by three labels - "low", "medium", or "high" - in-game, but may differ slightly depending on character. The four stats and what they determine are as follows:
	Power 		The power stat determines the amount of damage that the fighter's weapon deals to other fighters. The higher it is, the more an enemy will be hurt should they be hit by it. For ranged fighters, the power stat also determines how far their projectiles travel when not charged.
	 		
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	Speed 		The speed stat determines the speed at which a character moves in addition to how high the fighter is able to jump. The higher a fighter's speed, the faster they travel and the higher they can jump. Although not directly related, the speed stat tends to also correlate with the weight of the fighter, which determines how hard it is for the character to be launched and how quickly they will descend while airborne.
	 		
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	Defence		The defence stat determines the amount of damage the character will take from attacks; two characters with differing defence stats can be hit by the same attack and take different amounts of damage. The higher a fighter's defence stat, the less damage they will take. Attacks on a character's weak point (which is usually the character's head) deals more damage to a fighter as it is not affected by their defence stat. Additionally the higher a character's defence stat, the faster their HP will regenerate after damage is taken. In general, melee-based characters have more defence than ranged-based ones even should their stats claim to be of the same level.
	 		
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	Health 		The health stat determines how many health points (HP) a fighter has. Despite only being denoted by three levels, the actual amount of health a character has is unique; two characters with the same health stat may have different amounts of HP. Because of this, the health stat acts more like ranges of values rather than specific HP levels.
	 		
	 		
	 		
Some playable characters have passive abilities, often related to their abilities or personality. The following characters have passive abilities:
* Sunflower, Serika Onoe, Katarina Claes, and Noble Six can all revive their allies at a slightly faster speed than other characters. Richtofen and Korosensei have abilities that also grant them better versions of this ability.
* Kunoichi, Dark Pit, Banjo, Princess Peach, Korosensei, and Magical Slayer Mamika can all perform a double jump, though because of this both of their separate jumps are slightly lower than those of other characters. Several characters (including Dark Pit) also have abilities that allow them to be propelled a greater into the air, allowing them to reach areas that even characters with a second jump may not be able to reach.
::   Default Fighters
::   Unlockable Fighters
:   Reporters
Reporters are non-playable characters who simply commentate over the battle, giving the player an overview of what may be happening elsewhere on the map or whenever objectives are updated or completed. Reporters are a completely optional feature who do not actually effect that flow of battle at all, and can be freely disabled. Depending on the player's chosen fighter, the Reporter they choose to communicate to them may also say unique lines and have conversations with them; these partnerships are known as "Special Allies".
:   Goons
Goons are minions that can be spawned by players from Summon Terminals around each map. In order to summon these goons, players must use up consumable tokens, which can be obtained in a variety of ways. These tokens can be earned by completing randomly-generated Daily Challenges, as well as by by winning online matches. Packs of tokens may also be purchased using an in-game currency. Regardless of the way tokens are acquired however, the tokens earned are randomized with each goon having a different chance of being obtained. In cooperative-based game modes where players face off against CPU enemies, Summonale Goons with slightly altered appearances serve the purpose of basic enemies.
There are two types of Summonable Goons: Offensive Goons and Defensive Goons. Offensive Goons (summoned from horizontal diamonds that lay on the ground) generally walk around the stage in order to find enemies, while Defensive Goons (summoned from vertical diamonds that float a short distance off the ground) remain in place and solely attack enemies that come near them.
::   Offensive Goons
::   Defensive Goons
:   Bosses
::   Mini Bosses
Mini Bosses are a strong type of enemy that spawn on rare occasions in certain game modes. Most notably, Mini Bosses will spawn on rounds 5, 10, and 15 of a Fortress Rei match, as well as during a Bonus Boss! challenge that may appear within the same mode. Mini Bosses may also spawn within the game's hub area and within some character missions. Mini Bosses can generally be defeated simply by attacking them without end in a manner not dissimilar to any other enemy, as they only differ in the fact that they generally have more health, are larger in size, and can perform more powerful attacks.
::   Giant Bosses
Giant Bosses will only spawn in three specific occassions: once all 25 rounds of Fortress Rei have been cleared, and at the beginning of the Hoard Encounter and Boss Encounter modes. Unlike Mini Bosses, Giant Bosses feature more "traditional" boss fights, with periods where they may be completely invulnerable and multiple phases that they may go through as their health is slowly depleted. True to their name, Giant Bosses are also significantly larger than any other enemy, making them noticeable from a distance no matter the map they appear on.
 Maps 
:   Small Maps
:   Large Maps
 Gallery 
ACL Tamashi logo.png|Stylized logo
ACL Tamashi logo simple.png|Simplistic logo
Tamashi logo.png|2014 logo
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