UNOFFICIAL FAN GUIDE — 1.0 OUT NOWCOMBAT · MOVE EDITOR · WEAPONS · MODS
Gladio Mori Guide

Move editor guide

Quick answer

The Gladio Mori move editor is where you build your own attacks inside the game — one pose at a time. Every attack is assembled from keyframes: you set a stance, position the limbs joint by joint, adjust the timing, and save the finished move. Chain individual moves into a complete moveset and take it straight into a fight.

It is included in the base game, and it is the reason this game keeps producing new tech: two years into Early Access the community is still publishing movesets that nobody trained for.

What a moveset actually contains

A moveset is built in layers. Every moveset has one default stance, and each stance holds moves and stance changes. A move is a sequence of keyframes, and each keyframe stores the rotation of specific joints at specific times — which is why building good attacks takes a bit of patience rather than clicking a preset list.

  • Stance — the base posture everything starts from.
  • Keyframes — rotations of individual joints, placed along a timeline.
  • Move — a saved sequence that plays as an attack or an action (throws, sidesteps, anything).
  • Moveset — stances + moves + stance changes, ready to fight with.

Build your first move, step by step

This is the workflow that community tutorials converge on. You will need a spawn arena or the training area to test in.

  1. Open the move editor and pick a base. Start from an existing basic moveset (the katana basic moveset is the common starting point in tutorials) so you inherit working stances.
  2. Pick an empty action slot. Moves attach to input actions, so choose a key or button that has no move assigned. Tutorials commonly demo this on the later action slots.
  3. Add a new move to the stance. In the default stance, add the move and assign it to your chosen action.
  4. Pose the skeleton keyframe by keyframe. Rotate the joints for the pose you want, then place the keyframe on the timeline. Keep the limbs you are not animating symmetric — if mirrored limbs drift, the move starts rotating the whole body in place, which is the classic first-project bug.
  5. Stay inside the boundaries. The editor constrains how far joints can travel for a reason: pushing past the limits tilts the rig and the move breaks visually and mechanically.
  6. Set the timing behaviour. Decide whether the move plays on press or while the input is held — hold-down is how you make charged or sustained attacks.
  7. Test with play mode. Reset, press play, and watch the move land. Adjust joint rotations to fix distance and reach.
  8. Save and take it into a fight. Practice it against a live opponent before you trust it in ranked play; editor-perfect moves feel different in actual combat.

From single moves to a full fighting style

Once a move survives testing, the fun begins: chain moves into sequences, add stance changes mid-combo, and build the punish tools a duel actually needs — a fast poke, a long-range threat, and something for when the opponent is bleeding out and playing desperate. Recreating a favourite movie move is a genre of its own, and the community gallery is full of them.

Sharing, community movesets and mods

  • Community gallery: the in-game browser lets you equip a complete moveset made by another player, or cherry-pick single moves into your own set. If a moveset stopped working, check whether the patch changed the joints it animates.
  • mod.io integration: Gladio Mori added official mod.io support in December 2025 — mods go beyond the in-game editor and are one of the main ways the community shares work now. See the mods guide for how to install them.
  • Record and share replays: the game supports saving replays, which is how most community tech gets proven before it spreads.

Common problems and fixes

  • Move rotates the character in place — asymmetric limbs. Fix the symmetry of the shoulder/scapula area first (the most common offender in tutorials).
  • Move looks right but whiffs — the reach is in the joints, not the weapon mesh. Extend the wrist and shoulder keyframes, not just the swing arc.
  • Move gets weaker after pushing — expected: leverage and stagger systems mean extended swings lose torque when contacted. Build shorter recovery into the move instead of fighting the system.
  • Cannot find the move in a fight — check the action slot assignment and whether the stance you saved it under is reachable from your stance changes.

Where to go next

Last checked: September 20, 2026 — game version 1.0, patch 1.0.2.1. Editor workflow described from in-game documentation and verified community tutorials; UI details may shift between patches and are re-checked here first.

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