Combat
ASPIS combat and survival: Makarov pistol use, scarce ammunition, melee fallbacks, stealth, hiding spots and why the Guardian cannot be shot dead.
Introduction
Combat in ASPIS is deliberately thin. Official material describes a Makarov pistol and melee combat, with ammunition and other resources found in the environment rather than bought or crafted. The Guardian cannot simply be shot and has to be escaped. That combination means the skill ceiling is not about damage rotation; it is about identifying which encounter can be fought and which must be survived. This section covers the confirmed tools, the chase and stealth logic, and the resource discipline that keeps a bad encounter from becoming a dead end. It also explains why preparation matters more than reflexes: brightness, route knowledge and a rough count of your rounds change an encounter long before you aim. Where official sources are silent about damage or health, this page describes behaviour and timing rather than pretending to know exact numbers.
Encounter Types and Responses
| Encounter | Example | What works | What does not |
|---|---|---|---|
| Guardian chase | Scripted pursuit segments | Doors, corners, distance, breaking line of sight | Shooting it dead |
| Stealth room | Dark laboratories and corridors | Light control and patience | Hiding before the pursuit breaks |
| Armed opponent | Encounters that can be fought | Makarov rounds and melee fallback | Spraying ammo at everything |
| Resource search | Ammunition found in the environment | Route checking and backtracking | Expecting a shop or crafting bench |
Survival Playbook
Guardian Chase
The encounter you cannot win by shooting
Stealth Rooms
Dark laboratories and corridors
Armed Opponents
Encounters that can actually be fought
Resource Search
Ammunition found in the environment
Core Mechanics
The pistol is a limited tool, not a primary damage system. Rounds are found in the environment, and official material publishes no ammo capacity or damage number, so the practical rule is to spend shots only when an opponent can actually be killed. Melee is a fallback for close pressure, not a combo system. Against the Guardian, the correct verb is movement: use doors and corners, keep distance and wait for the pursuit to break before hiding. The game does not publish health, stamina or damage values, so guide advice should describe behaviour and timing rather than pretend to know exact numbers.
Advantages
The advantage of this design is that it keeps tension high without demanding precision aiming. Because the Guardian cannot be killed, the scariest encounters are solved by reading space and committing to a route, which is more accessible than a boss fight with a hidden health bar. Scarce ammunition also makes exploration meaningful: every room you search can change the next encounter. For players who dislike combat-heavy horror, the game's emphasis on escape means the Makarov is a pressure valve rather than a requirement. It also keeps the resource loop readable: because you cannot buy ammunition, every room you search is a small decision about whether the next fight is worth the rounds. That makes exploration feel connected to survival instead of decorative.
Challenges
The weakness is that the combat layer can feel under-specified. Official material does not publish damage, health, stamina or ammo limits, and the game has no crafting or shop system to explain how resources scale. That leaves players unsure whether a fight is meant to be won or avoided until they try it. Community reports also complain that hiding does not always break a Guardian pursuit, which can make stealth feel inconsistent. We describe the official design intent and flag those reports rather than promising a guaranteed hiding spot. This page therefore separates the developer-confirmed design from player complaints, and it recommends testing a hiding spot in the current build rather than trusting a video recorded before a patch.
Frequently Asked Questions
Can the Guardian be killed?+
Where do I find ammunition?+
Is there a difficulty setting?+
Quick Tips
Count your rounds before every scripted encounter. Because ammunition is found rather than purchased, the resource you waste on an unkillable enemy is gone for the next fight. If a room feels like a set piece, assume the correct response is movement until the game proves otherwise. If you are unsure whether a room is a set piece, watch for the encounter behaviour changing rather than assuming every silhouette is a target, because wasting rounds early makes the later optional fights harder than they need to be.
Do not hide the moment a chase starts. Players report being found inside hiding spots when they stop too early, and the Guardian is designed to keep pressure on. Break line of sight first, put distance and a door between you, and only commit to a hiding place when the pursuit audio and behaviour have clearly changed.
Treat corners as tools rather than obstacles. The Guardian cannot be shot, so every doorway that breaks a straight line is a chance to reset distance. Learn which turns in a room create a blind spot, then plan the route before the encounter begins instead of improvising under pressure. Practise the route once without firing, then repeat it with the pistol ready, so you know which corner buys distance and which door actually closes behind you.
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