Guides

How The Defiant Plays

Gunplay, health, movement, and stealth as shown in hands-on previews.

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How to Play

The Defiant is a grounded, hitscan-leaning WWII shooter, not a hero-ability sandbox. Previews describe bone-rattling reloads, era-correct rifles, and missions that swing from trench rushes to quiet spy work. This page is the closest thing to a manual until Hoothanes ships a tutorial. Pair it with the weapons hub for named guns and with Getting Started if you still need the storefront basics.

The core loop

You carry two firearms and grenades. That is the entire public loadout rule. There is no published class system, operator kit, or armor rarity ladder. Weapons are treated as historical objects: a Hanyang 88, a Liao Type 13 from occupied Manchuria, a Mauser C96, a Bergmann MP18 / SIG Bergmann 1920, scoped rifles, and belt-fed machine guns on mounts. A shooting-range session at the Bilibili event also included potato-masher grenades, fragmentation grenades, and a broadsword for close work.

Combat in the northeast demo was relentless. Japanese infantry pushed through snow, caves, and burning homesteads while squadmates shouted orders in Chinese (English subtitles in the preview; a full English dub is planned). IGN compared the pace to older Medal of Honor campaigns: you are a soldier in a unit, not a one-man army farming killstreaks.

Health and cover

The shown build does not use medkits or bandages. Damage is communicated with blood drops and a vignette around the screen. Too much red means you need to break line of sight and wait for the overlay to fade. That makes cover selection more important than sprinting to a health crate. You can run and slide into cover. You can crouch. In the preview you could not go prone, jump, or vault, which made some waist-high walls feel unsafe because bullets still found you. Hoothanes told previewers those mobility and HUD issues are still in active iteration, so expect changes, but plan around a slower, weightier soldier until an official control list says otherwise.

Full controller support is already listed on Steam, including Xbox controllers, plus accessibility toggles for text size, subtitles, color alternatives, camera comfort, custom volumes, stereo, difficulty, and save-anytime. Keyboard/mouse bindings have not been published. When they are, this page will add a table. Until then, treat it as a standard FPS: look, fire, aim down sights, reload, swap weapons, throw, melee / QTE struggle.

Melee and set pieces

The mountain mission included a bayonet rush through smoke and a farmhouse ambush that turned into a button-mash quicktime to reverse a knife. Those beats are cinematic, not a stealth-kill skill tree. Do not expect a huge melee combo list; expect scripted brutality when an enemy gets inside your rifle’s cycle time. If you prefer knives and alleys to open ridges, the Shanghai stealth chapter is the one to watch.

Stealth, sabotage, and other verbs

4Divinity’s own pitch says missions shift between stealth infiltration, close-quarters fights, sniping, urban espionage, code-breaking, vehicular combat, and sudden large assaults. The public hands-on only showed the combat-heavy snow slice plus a gun range. Sabotage of rail lines is a confirmed chapter fantasy: explosives to paralyze Japanese supply routes. Searchlights are a threat in occupied spaces according to later trailers. None of that has a published gadget wheel yet. Until it does, stealth means using darkness, civilian streets, and patience rather than a marked detection meter we can document.

Difficulty and AI

Steam lists adjustable difficulty. Preview AI was described as frequently suicidal — charging without enough self-preservation — and the HUD did not always communicate the direction of incoming fire. Those are pre-release notes, not insults. They are also the reason this is a preview guide, not a ranked-play bible.

How this differs from co-op

Story missions are solo. You cannot bring a friend through the fifteen-hour campaign. If you want to play with people, that is the separate PvE co-op mode. Loadouts will likely rhyme with campaign guns, but match types are still being workshopped (a horde-style mode is a reasonable guess, not a confirmation).

Practice plan for launch day

  1. Finish the in-game tutorial, then stay in any firing range the game offers and learn bolt-action follow-up shots before you trust an SMG spray.
  2. Treat the vignette as a cover alarm, not a suggestion.
  3. Keep one long gun and one close gun — see rifles and sidearms.
  4. On stealth maps, assume searchlights and patrols before you assume a silenced meta that has not been shown.
  5. Recheck updates after each trailer; movement rules may change before release.

For chapter order and historical framing, continue in the campaign overview. For PC RAM and the 100 GB install, use system requirements.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Can you go prone in The Defiant?

Not in the July 2026 preview build. You could crouch, run, and slide. Hoothanes said mobility is still being revised.

How does healing work?

The shown build has no medkits. Damage is a blood vignette; take cover and wait for it to clear. Final release systems may add more tools.

Is there a jump button?

IGN could not jump or vault in the preview. Do not build movement tech around parkour until a later build confirms it.

Where should I go next?

Read the campaign overview or jump to Shanghai stealth if you care about spy missions.