Controls & help
Food Devils: speed up repeated battles
Disable the Combat Phase to have Food Devils units fight directly on the map, without the extended combat animations. The July 31 v0.4.0 Demo update introduced this option and says it can be changed at any time.
Use it when repeated battle presentation slows the pace for you. It does not increase the round allowance or guarantee a fix for low frame rate or a stalled enemy phase.
On this page
Choose on-map combat
- Look for the game’s Combat Phase option.
- Choose the setting that disables the extended combat phase.
- Observe the next fight: units should resolve combat directly on the map rather than transitioning into the longer presentation.
- If you prefer the full animation, change the setting back; the documented option is not a permanent playthrough choice.
The official changelog establishes the option’s name and result. It does not establish one current menu nesting or a keyboard shortcut, so no unverified sequence of settings screens is given here.
Match the setting to the delay you mean
| Your problem | Useful response |
|---|---|
| Repeated transitions and extended attack animations | Disable Combat Phase and check the next fight stays on the map. |
| Dialogue takes longer than you want | The same update adds Skip and Auto dialogue controls. Use the displayed control for the conversation you are reading. |
| The encounter’s round counter expires | Read Forgiving Round Limits. Shorter animations do not add turns. |
| Enemy phase stops responding or the map runs poorly | Treat it as a performance/problem report with its own version and conditions, not as a guaranteed animation-setting fix. |
Keep old pacing reports in context
In June, a player asked the developer to remove or speed up the run-in before a fight. Other old-Demo feedback described long enemy-phase pauses. Those are different observations.
The July update added the direct on-map combat option and separately revised enemy AI to reduce slowdowns. That does not prove a present pause is the same old issue, or that switching off combat presentation repairs the cause.
If a current issue remains, record the version, whether it happens during a transition or during enemy thinking, and whether it repeats with on-map combat. The developer’s Demo announcement points to F9 for bug reporting.
The pacing change worked when…
The next unit combat resolves on the map without the extended animation sequence. If you still cannot act because the timer expired or the enemy phase is stuck, follow that separate problem rather than repeatedly changing presentation options.
Sources & version
Official July 31 v0.4.0 changelog documents on-map combat, changeable settings, dialogue Skip/Auto and the separate AI work. June Reddit player request and developer reply provide the original pacing question. October Demo announcement documents F9 reporting. No frame-rate benchmark was performed.