Steam page live since 27 October 2026 · release window 2028 · every field on this site re-checked 28 October 2026
Wonderful Neoran Valley Guide

The seven-turn Timeline

How the Timeline works: what the Knight's foresight shows, how actions are queued, how enemy combos read, and where the seven turns actually bite.

Last checked 2026-10-28 · Game build Announcement build, Oct 2026

Quick answer

The Timeline is a queue of the next seven turns. Your team's actions and the enemy's planned actions sit on the same track, so you can see a hit coming and place a block, a buff or a substitution before it lands. Order matters as much as the actions themselves.

Last checked: 28 October 2026 — Steam feature list, studio gameplay page, announcement trailer at 0:18.

Seven turns is a strange number to build combat around: five feels tight, ten feels like a spreadsheet. Seven is enough to see a full enemy combo, plan two of your own and still keep a slot to react.

What the Timeline is

The Knight can see enemy Neoran actions several turns ahead. The studio turned that into an interface: a single shared queue where your team's actions and the enemy's planned actions sit on the same track, in order. You are not guessing what is coming. You are reading it, then placing your answer into the same line.

Steam states the window plainly in the feature list: the next 7 turns are yours to plan. The trailer's battle screen backs it up — the action queue on that frame is numbered 1 through 7.

The seven slots, and what each is for

The numbering is not decoration; it is the planning grid. A working read of that grid, based on what the studio has described:

SlotTypical jobWhy
1Synapse or a free actionActions that resolve before the queue starts belong at the front
2Setup buff or debuffNeeds to land before the payoff, not with it
3Cheap chip damagePunishes a turn the enemy spends buffing
4Block or redirectWhere enemy openers usually land
5Payoff attackAfter two turns of setup, damage multiplies
6Second block or healEnemy combos are usually back-loaded
7FlexThe slot that covers a plan going wrong

That table is a framework, not a recipe — the actual enemy patterns will decide what goes where. What matters is that each slot is a decision you make with information the game is handing you.

The interface, as shown

The frame at 0:18 in the announcement trailer is the only public look at combat. What is on it:

  • A party column with creature nameplates — Noctivora, Pero, Chugaloo, Owrion and Wakiza are readable.
  • An action menu with named abilities — Venomous Bite, Thorns Tango, Bramble Shield, Rollin', Smack, Pear-A-Medic.
  • Two universal options that are always available: Pass and Switch.
  • The numbered queue, 1 to 7.
  • A FIGHT! button that commits the plan.

The fact that Pass and Switch are menu items rather than hidden shortcuts matters. It means the design expects you to sometimes do nothing on purpose — holding a creature's turn so its Synapse charge keeps building, or swapping in a creature whose block lands on the right slot.

What modifies a slot

Three layers change what a slot actually does, and they are the reason two players with the same team fight differently:

LayerWhat it doesWhere it applies
ActionsThe base move a Neoran bringsOne slot
SigilsModifiers that change how that action behavesOne action
JewelsPassive team-wide bonuses; some affect every creature on the fieldThe whole timeline
TraitsPassive properties that can also be globalTeam-wide
SynapseAn action resolved before the queue startsPre-slot 1

The studio's own example is the Steam Jewel: it boosts Blue attacks and Red attacks when they are placed next to each other inside your timeline. That is a positional rule, not a stat — the Jewel does nothing until you deliberately schedule two colours side by side. Expect more of the same: Jewels that reward adjacency, repetition, or leaving a slot empty.

Reading an enemy plan in four passes

A method you can take into the first fight:

  1. Find the biggest number on their side. Whatever hits hardest is the slot you must survive, and everything else arranges around it.
  2. Check for combos. Enemy Neoran often run multi-turn sequences in their own portion of the timeline. A buff on slot 3 followed by a heavy attack on slot 4 is one plan, not two actions.
  3. Look for global effects. Some Jewels and Traits apply to every creature on the field, which means the enemy's Jewel may be buffing your team too — or vice versa.
  4. Leave one slot free. A plan with no flex is a plan that dies to a single surprise, and the studio has already said enemy combos exist.

Where the timeline meets the rest of the game

The queue is the surface; the layers underneath are what you actually build.

  • Synapse resolves before slot 1 and can change the number of incoming attacks outright.
  • Jewels and Sigils decide what your seven slots are worth.
  • Combat flow walks through a single fight from planning to resolution.

Next

  • Synapse — the action that happens before the timeline starts.
  • Combat flow — turn by turn, including the confirmation step.
  • Jewels and Sigils — the build layer behind the queue.