Nephtyke has a queue-based battle system, which is a twist on a classical turn-based RPG battle system. Each turn represents a chunk of time within which characters can perform multiple actions. Instead of deciding each character’s action when it’s their turn to act, the player queues-up action upfront, adding a more tactical approach to the battle and giving the player the feeling of acting as a Battle Director for the manga’s story.
At the start of a turn, each character is assigned Time Points, based on which they can queue-up a certain amount of actions to execute. The amount of Time Points each character is granted, but faster actions consume less Time Points, meaning faster characters would perform more actions in the same turn. Once all the actions have been queued up, characters execute the queued-up actions based on their combined order.
Each battle action is shown as a dynamically generated panel, based on the attacking and defending characters, and which action was selected for them. The game stores each of the generated panels so that it could generate new manga pages at the end of the battle.
At the end of the battle, the game generates new manga pages using the dynamically generated panels throughout the battle and adding it to the story pages allowing the players to enjoy the story further with personalized battle pages which are the result of their effort.