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Emotional Combat: Ratio V Motus

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Emotional Combat: Ratio V Motus

VX Core Studios · Published by VX Core Studios · Official site ↗

Last updated 8 Oct 2026

Ratio V Motus. Reason versus Emotion. You play as Logic itself combating emotions and fighting in the war that has been fought for as long as humanity has existed; Logic Versus Emotions.

Early AccessDJCTQ l

£4.59

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Price history

4 Sept 2026Lowest: £4.59 · Highest: £4.5910 Oct 2026

Indie, Simulation, Early Access, Casual · 2026 · More under £5 games

Experience the eternal conflict between reason and feeling as you command Logic in Emotional Combat: Ratio V Motus. A unique early access game from VX Core Studios blending simulation with casual combat challenges.

About this game

Overview: Ratio V Motus. Latin for Reason V Emotion. Logic is the strongest weapon against emotion and thus, your logic must survive combating the mind of emotions. Mimicking the emotional development through ones life, the balance between Reason and Emotional must be kept in order to mature. Mature to victory

Design: A third person combat action and adventure

How to play:

4 Regions are accessible by the Logic Region. This is your place of refuge but once you enter the emotional region, the only exit is your entrance. As for now, the bridge between regions is the emotional orb. Each Primary emotion has an orb with a logic orb being the bridge between emotional regions and to the logic region

Continue through each region taking out each of the bosses. Defeating the bosses right now doesn't do anything but that feature will be added soon. 

The weapons you do have to help you fight is you melee (left click and right click) plus 4 abilities which are

Rationalize: Convert Resistance to health and spawn turret which inflicts damage on emotions but uses 1 mana

Harvest: Convert Resistance to Mana without loss except makes you more exposed to emotions

Deductive Logic: Concentrated ranged weapon with the cost of a decent amount of mana

Inductive Logic: 360 attack with the cost of significant amounts of mana

Anger Region:

  • Chasing of Hate: Large in quantity but fragile anger

  • Sprouts of Rage: Tall sprouts manifesting anger into damaging rage. 

  • Fixed Resentment: Fixed in place and directed to what they resent damaging from afar

  • Pure Vengeance Boss: Pure manifested anger. Damaging in all ways

Happiness region:

  • Leading Optimism: Faster and taller directing forward

  • Sweet Relief: Small and but releasing the damaging pressure

  • Piercing Gratitude: Fixed forwards what is appreciated, resistant to damage

  • Joy Together Boss: Happiness in its fixated form. Most damaging to Logic.

Sadness region:

  • Disappointed Spirit: Plain and simple not meeting expectations

  • Shattered Alone: Shattered pieces floating alone

  • Unplaced guilt: Such in quantity, its unclear what is guilty

  • Utter Despair Boss: Made of the tears of sadness

Sadness region:

  • Tough Love: Love so strong, its resistant to cuts

  • Seeds of Affection: Constant non stop affection

  • Full Devotion: Devoted to showering you with Love and Affection

Do you have what it takes to fight your emotions?

Please Note: This game is in very early development and updates are very frequent including more content and bug patches daily to weekly depending on significance 

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Ryzen 5
  • Memory: 1 GB RAM

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 11
  • Processor: intel i-7
  • Memory: 2 MB RAM
  • Graphics: RTX 2070

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Season 1 Episode 2 - Sprouts of Rage Rework

    In the second episode, Sprouts of Rage was the key focus. Like Chasing of Hate, its simplistic design had no real meaning. Sprouts of Rage was meant to be a sprout, not something that looks fully developed, so the flower-sprouting design was the most reasonable choice. New features, just like Chasing of Hate, are below. New Static Mesh The new static mesh has a stem and petals, but looking closer, its petals appear to decay. This was chosen because rage doesn't just start instantly; it has a build-up but often decays before it reaches its full potential. The static mesh was designed to reflect that. Animations Just like Chasing of Hate, it used to simply move toward the player and apply damage. Seeing the success of Chasing of Hate's animation work, the flower was given a sprouting animation and a shooting animation. Combat Speaking of shooting, unlike Chasing of Hate, its combat method was changed to a ranged attack. However, unlike Fixed Resentment, its projectile doesn't correct its course. This was a necessary balance choice, since Sprouts of Rage are far more common than Fixed Resentment. Texturing Unlike Chasing of Hate, emission wasn't the focus. It was meant to blend into the environment, making it harder to see. Hate stands out because people tend to express it outwardly; rage is more internal and doesn't get expressed as often. Instead, looking closely, its leaves are the part that decay. SFX The projectile itself is silent when fired, but if it flies past you, it sounds like an arrow whistling by. It was decided that each sub-emotion should feel like a part of the region it's in, rather than simply existing there. It has to feel like it belongs. Most sub-emotions in the game don't, which is why Seasons 1 through 4 have that as the primary objective.
    Read full article on Community Announcements (vxcorestudios)
  • Patch NotesOfficial

    Season 1 Episode 1 Update (OB.W3/DW23)

    In the first episode of Season 1, Chasing of Hate was the key focus. Being the first monster the player encounters, it was only reasonable for it to be the first episode. Chasing of Hate used to be a simple static mesh, but now that Season 1 has released, it looks far more hateful. A few of the features added to Chasing of Hate are below. New Static Mesh Since hate is so common, an animal was desired for this emotion, as animals are very common too. The animal chosen was a snake. Snakes are often seen as angry and hostile, and given how common they are and how well known they are for their aggression, it was a reasonable choice. Animations Before, Hate simply reached the player, applied damage, and that was it. Now it has a movement animation, an idle, and a strike animation. Texturing Hate wasn't meant to be any ordinary snake. Its glowing veins, combined with its glowing eyes, make it feel unsettling. SFX Like the animations, sound effects didn't exist before. Now Hate has the iconic snake sounds: its slither, hiss, and strike. It was decided that each sub-emotion should feel like a part of the region it's in, rather than simply existing there. It has to feel like it belongs. Most sub-emotions in the game don't, which is why Seasons 1 through 4 have that as the primary objective.
    Read full article on Community Announcements (vxcorestudios)
  • Patch NotesOfficial

    Open Beta Week 1 Development

    Beta Week 1 Complete — Patch Notes (OB.W1/DW21) Development for Beta Week 1 (OB.W1/DW21) has ended as of 9/4/26. Beta Week 2 begins 9/7/26. Features Logic Region — New default spawn region. Acts as a "Lobby" hub, giving players access to any region from here. Includes a brand new soundtrack. Ability UI Improvements — Rationalize, Harvest, Deductive, and Inductive now each have icons in the bottom right of the screen. Icons appear black when unusable and light blue when usable. Anchor (Passive) — Claims land using Hex Blocks, which spawn in a grid pattern whenever a player deals damage to an emotion. Hex Blocks only count toward Emotional Maturity if the damage was dealt to an unclaimed space. Emotional Maturity — A region is won once 1,000 Hex Blocks have been created in it. This threshold is subject to change based on ongoing balancing. Harvest — New Secondary Function — With mana available, Harvest now also acts as a turret, dealing 5 damage per tick (1 tick/sec) to enemies in range at a cost of 1 mana per hit. Without mana, Harvest still converts resistance into health as before. Bug Fixes Fixed Amalia (main character) incorrectly rotating in the downward pitch direction. Fixed a bug where converting resistance to mana would reset resistance to 0, even when the conversion didn't consume all of it. Various minor code fixes with no direct impact on gameplay.
    Read full article on Community Announcements (vxcorestudios)

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