Details
DeveloperGamerFrame
PublisherGamerFrame
FreeNo
Required ageNone
A high skill-ceiling PvP MMORPG for players who already speak the genre. Climb a persistent open world of warring empires and families on 128-tick server-authoritative netcode. Gear doesn't decide the duel — it's the hero wearing it. The grind is the fight.
Finesse — A Journey of SkillA high skill-ceiling PvP MMORPG built for players who already speak the genre.
Finesse fuses kinesthetic combat depth — committed dashes, aerial strings, deep movement tech — with read-game grammar — frame-perfect reads, layered counter-triangles, a real positional neutral game — and sets it loose in a persistent online world of warring empires and families. Two halves of competitive combat, rebuilt as one cohesive language, inside an MMORPG where the fight is the point. Designed for one thing: an undeniable competitive ceiling.
Combat is a conversationEvery fight is a real exchange. No one-hit kills. No infinite combos. No win conditions that bypass the read. Every weapon and skill expands the dialog — never shuts it down.
Charge-and-release attacks — hold to charge a swing, release to commit. Tap for speed, hold for power and reach. Feinting is a real option.
Two-tier defense — hold Q to deflect frontal hits; Q+RMB opens a 180ms active parry window. Land it and Q+LMB ripostes. Correct reads return Balance and punish — wrong reads cost you.
A five-skill kit — Cyclone Slash (360-degree AOE), Leash (hook, pull, yoink), Phase Step (evasive reposition), Grab (a throw that pierces super-armor), and Quantum Chakra (an i-frame grab counter). Each is a node in a layered rock-paper-scissors: Grab beats a passive defender, Quantum Chakra beats the Grab, baiting it out beats the Quantum Chakra. Layers on layers.
Dash with consequence — a committed dash carries super-armor, so you can trade health for tempo — but grab pierces it. There is no free escape.
Aerial juggles with an exit — every hit on an airborne target suspends them so you can chain, but the hang decays each hit. By the sixth strike they fall free. Anti-perma-combo by design.
Frame-data depth, surfaced — active frames, invincibility windows, super-armor states, forward-guard arcs. Everything that decides a trade is readable, on purpose.Resources are the real fightMechanics win exchanges; resource management wins matches. Three meters are always in play, and the better player spends them better:
Balance — the universal crowd-control cap. Drain an opponent's Balance to land a stun; protect your own or eat one. Every parry, chain, and read moves it.
Stamina — fuels your offense and defense. Attacks, blocks, and skills all draw it down. Swing on empty and you're wide open.
Dash pool — one shared charge pool feeds every dash, on the ground and in the air. A Shift+WASD ground dash and an aerial dash or air-step pull from the same well, and it regenerates over time. Burn it all to escape and you've got nothing left to extend a juggle or bait a read. Positioning has a budget.Learn to read your opponent's resources, not just their animations — that's where outplays live.
Netcode that respects youYou came from games where the netcode lost fights for you. Finesse runs on a 128-tick, server-authoritative simulation — the server is the single source of truth, every hit is resolved server-side, and combat windows resolve at 7.8 milliseconds. That lets cancel, active, and parry windows run tighter than the games you're leaving and still feel fair, because the tick can back them up. Competitive integrity is built into the architecture, not bolted on after.
MovementCombat-as-movement, movement-as-combat. Your dash isn't just for repositioning — it's a swing-cancel, a juggle-extender, a read-baiter.
Three aerial inputs — directional air dash, vertical air step, and wall jump — all drawing from your shared dash pool
Committed sprint with dash-into-run momentum
Aerial attacks dampen gravity — every swing extends your air-time
Wall-runs, climbs, vaults, ledge mantles, and leash-hook traversal
Hold CTRL to decouple aim from facing mid-skill for true trajectory steeringWeapons & the DuelistThe first class is the Duelist — a precise, mobile mid-range fighter — and it launches with three medium-range melee weapons, each carrying its own combat grammar:
Katana — fast, slicing, momentum-driven
Saif — a curved single-edged blade built for aggressive arcs and tight angles
Longsword — longer reach and heavier commitment, a neutral-game anchorThese are the first standard medium-range weapon set — the foundation the Duelist is built around. Same class, three distinct rhythms of swings, reads, and counter-vulnerabilities, each echoing the martial tradition of one of the world's empires. More weapon classes, ranged weapons (bows, throwing weapons, and beyond), and magic systems roll out through ongoing development. Mastery isn't capped at one weapon — the journey is across all of them.
The grind is the fightProgression in Finesse is PvP-first. Levels, gear, and upgrades come fastest through the fight — every duel, skirmish, and war feeds your character. There's PvE too: bosses to break, content to chase, things to hunt — but it's not where the game is won. And here's the line that matters most: gear doesn't decide who wins the fight — it's the hero wearing it. Power helps; it never replaces the read. The better you fight, the more you grow, at every scale:
Small scale — 1v1 duels where a single read decides it
Medium scale — group skirmishes and objective fights where coordination compounds skill
Large scale — faction wars, territory conflict, and sieges where the best players move the mapWin the fight, earn the growth. Skill is the currency.
A living, persistent worldFinesse is built as a true MMORPG — a persistent online world that remembers what you do in it:
Empires and families — pledge to a warring empire, climb the ladder under your family banner
Real territorial conflict between factions, with land worth fighting over
Criminal tracks — bandit work, theft, and the heat that comes with it
A player-driven economy with crafting, gathering, and trade
Group content — parties, raids, faction wars, and sieges at scale
Server-side persistent state — your reputation, your rivals, your storyMade for masteryThe design test for every feature: does it expand the conversation between two skilled players, or shut it down? If it shuts conversations down — one-hit kills, infinite combos, positioning auto-wins, a kite meta — it gets cut or rebuilt. Mastery is the game.
Currently in alphaSolo-developed and built openly. Public PvP is the target. Wishlist to follow development, get first access when alpha invites open, and help shape what the game becomes. Every system on this page is in active iteration — community feedback drives the direction.
A journey of skill.
— GamerFrame
Show raw AppDetails
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"detailed_description": "<h2 class=\"bb_tag\" >Finesse — A Journey of Skill</h2><p class=\"bb_paragraph\" ><strong>A high skill-ceiling PvP MMORPG built for players who already speak the genre.</strong></p><p class=\"bb_paragraph\" >Finesse fuses kinesthetic combat depth — committed dashes, aerial strings, deep movement tech — with read-game grammar — frame-perfect reads, layered counter-triangles, a real positional neutral game — and sets it loose in a persistent online world of warring empires and families. Two halves of competitive combat, rebuilt as one cohesive language, inside an MMORPG where the fight is the point. Designed for one thing: an undeniable competitive ceiling.</p><h2 class=\"bb_tag\" >Combat is a conversation</h2><p class=\"bb_paragraph\" >Every fight is a real exchange. No one-hit kills. No infinite combos. No win conditions that bypass the read. Every weapon and skill expands the dialog — never shuts it down.</p><ul class=\"bb_ul\"><li><strong>Charge-and-release attacks</strong> — hold to charge a swing, release to commit. Tap for speed, hold for power and reach. Feinting is a real option.<br></li><li><strong>Two-tier defense</strong> — hold Q to deflect frontal hits; Q+RMB opens a 180ms active parry window. Land it and Q+LMB ripostes. Correct reads return Balance and punish — wrong reads cost you.<br></li><li><strong>A five-skill kit</strong> — Cyclone Slash (360-degree AOE), Leash (hook, pull, yoink), Phase Step (evasive reposition), Grab (a throw that pierces super-armor), and Quantum Chakra (an i-frame grab counter). Each is a node in a layered rock-paper-scissors: Grab beats a passive defender, Quantum Chakra beats the Grab, baiting it out beats the Quantum Chakra. Layers on layers.<br></li><li><strong>Dash with consequence</strong> — a committed dash carries super-armor, so you can trade health for tempo — but grab pierces it. There is no free escape.<br></li><li><strong>Aerial juggles with an exit</strong> — every hit on an airborne target suspends them so you can chain, but the hang decays each hit. By the sixth strike they fall free. Anti-perma-combo by design.<br></li><li><strong>Frame-data depth, surfaced</strong> — active frames, invincibility windows, super-armor states, forward-guard arcs. Everything that decides a trade is readable, on purpose.</li></ul><h2 class=\"bb_tag\" >Resources are the real fight</h2><p class=\"bb_paragraph\" >Mechanics win exchanges; resource management wins matches. Three meters are always in play, and the better player spends them better:</p><ul class=\"bb_ul\"><li><strong>Balance</strong> — the universal crowd-control cap. Drain an opponent's Balance to land a stun; protect your own or eat one. Every parry, chain, and read moves it.<br></li><li><strong>Stamina</strong> — fuels your offense and defense. Attacks, blocks, and skills all draw it down. Swing on empty and you're wide open.<br></li><li><strong>Dash pool</strong> — one shared charge pool feeds every dash, on the ground and in the air. A Shift+WASD ground dash and an aerial dash or air-step pull from the same well, and it regenerates over time. Burn it all to escape and you've got nothing left to extend a juggle or bait a read. Positioning has a budget.</li></ul><p class=\"bb_paragraph\" >Learn to read your opponent's resources, not just their animations — that's where outplays live.</p><h2 class=\"bb_tag\" >Netcode that respects you</h2><p class=\"bb_paragraph\" >You came from games where the netcode lost fights for you. Finesse runs on a <strong>128-tick, server-authoritative</strong> simulation — the server is the single source of truth, every hit is resolved server-side, and combat windows resolve at 7.8 milliseconds. That lets cancel, active, and parry windows run tighter than the games you're leaving and still feel fair, because the tick can back them up. Competitive integrity is built into the architecture, not bolted on after.</p><h2 class=\"bb_tag\" >Movement</h2><p class=\"bb_paragraph\" >Combat-as-movement, movement-as-combat. Your dash isn't just for repositioning — it's a swing-cancel, a juggle-extender, a read-baiter.</p><ul class=\"bb_ul\"><li>Three aerial inputs — directional air dash, vertical air step, and wall jump — all drawing from your shared dash pool<br></li><li>Committed sprint with dash-into-run momentum<br></li><li>Aerial attacks dampen gravity — every swing extends your air-time<br></li><li>Wall-runs, climbs, vaults, ledge mantles, and leash-hook traversal<br></li><li>Hold CTRL to decouple aim from facing mid-skill for true trajectory steering</li></ul><h2 class=\"bb_tag\" >Weapons & the Duelist</h2><p class=\"bb_paragraph\" >The first class is the <strong>Duelist</strong> — a precise, mobile mid-range fighter — and it launches with three medium-range melee weapons, each carrying its own combat grammar:</p><ul class=\"bb_ul\"><li><strong>Katana</strong> — fast, slicing, momentum-driven<br></li><li><strong>Saif</strong> — a curved single-edged blade built for aggressive arcs and tight angles<br></li><li><strong>Longsword</strong> — longer reach and heavier commitment, a neutral-game anchor</li></ul><p class=\"bb_paragraph\" >These are the first standard medium-range weapon set — the foundation the Duelist is built around. Same class, three distinct rhythms of swings, reads, and counter-vulnerabilities, each echoing the martial tradition of one of the world's empires. More weapon classes, ranged weapons (bows, throwing weapons, and beyond), and magic systems roll out through ongoing development. Mastery isn't capped at one weapon — the journey is across all of them.</p><h2 class=\"bb_tag\" >The grind is the fight</h2><p class=\"bb_paragraph\" >Progression in Finesse is PvP-first. Levels, gear, and upgrades come fastest through the fight — every duel, skirmish, and war feeds your character. There's PvE too: bosses to break, content to chase, things to hunt — but it's not where the game is won. And here's the line that matters most: <strong>gear doesn't decide who wins the fight — it's the hero wearing it.</strong> Power helps; it never replaces the read. The better you fight, the more you grow, at every scale:</p><ul class=\"bb_ul\"><li><strong>Small scale</strong> — 1v1 duels where a single read decides it<br></li><li><strong>Medium scale</strong> — group skirmishes and objective fights where coordination compounds skill<br></li><li><strong>Large scale</strong> — faction wars, territory conflict, and sieges where the best players move the map</li></ul><p class=\"bb_paragraph\" >Win the fight, earn the growth. Skill is the currency.</p><h2 class=\"bb_tag\" >A living, persistent world</h2><p class=\"bb_paragraph\" >Finesse is built as a true MMORPG — a persistent online world that remembers what you do in it:</p><ul class=\"bb_ul\"><li>Empires and families — pledge to a warring empire, climb the ladder under your family banner<br></li><li>Real territorial conflict between factions, with land worth fighting over<br></li><li>Criminal tracks — bandit work, theft, and the heat that comes with it<br></li><li>A player-driven economy with crafting, gathering, and trade<br></li><li>Group content — parties, raids, faction wars, and sieges at scale<br></li><li>Server-side persistent state — your reputation, your rivals, your story</li></ul><h2 class=\"bb_tag\" >Made for mastery</h2><p class=\"bb_paragraph\" >The design test for every feature: does it expand the conversation between two skilled players, or shut it down? If it shuts conversations down — one-hit kills, infinite combos, positioning auto-wins, a kite meta — it gets cut or rebuilt. Mastery is the game.</p><h2 class=\"bb_tag\" >Currently in alpha</h2><p class=\"bb_paragraph\" >Solo-developed and built openly. Public PvP is the target. Wishlist to follow development, get first access when alpha invites open, and help shape what the game becomes. Every system on this page is in active iteration — community feedback drives the direction.</p><p class=\"bb_paragraph\" ><strong>A journey of skill.</strong><br>— GamerFrame</p>",
"about_the_game": "<h2 class=\"bb_tag\" >Finesse — A Journey of Skill</h2><p class=\"bb_paragraph\" ><strong>A high skill-ceiling PvP MMORPG built for players who already speak the genre.</strong></p><p class=\"bb_paragraph\" >Finesse fuses kinesthetic combat depth — committed dashes, aerial strings, deep movement tech — with read-game grammar — frame-perfect reads, layered counter-triangles, a real positional neutral game — and sets it loose in a persistent online world of warring empires and families. Two halves of competitive combat, rebuilt as one cohesive language, inside an MMORPG where the fight is the point. Designed for one thing: an undeniable competitive ceiling.</p><h2 class=\"bb_tag\" >Combat is a conversation</h2><p class=\"bb_paragraph\" >Every fight is a real exchange. No one-hit kills. No infinite combos. No win conditions that bypass the read. Every weapon and skill expands the dialog — never shuts it down.</p><ul class=\"bb_ul\"><li><strong>Charge-and-release attacks</strong> — hold to charge a swing, release to commit. Tap for speed, hold for power and reach. Feinting is a real option.<br></li><li><strong>Two-tier defense</strong> — hold Q to deflect frontal hits; Q+RMB opens a 180ms active parry window. Land it and Q+LMB ripostes. Correct reads return Balance and punish — wrong reads cost you.<br></li><li><strong>A five-skill kit</strong> — Cyclone Slash (360-degree AOE), Leash (hook, pull, yoink), Phase Step (evasive reposition), Grab (a throw that pierces super-armor), and Quantum Chakra (an i-frame grab counter). Each is a node in a layered rock-paper-scissors: Grab beats a passive defender, Quantum Chakra beats the Grab, baiting it out beats the Quantum Chakra. Layers on layers.<br></li><li><strong>Dash with consequence</strong> — a committed dash carries super-armor, so you can trade health for tempo — but grab pierces it. There is no free escape.<br></li><li><strong>Aerial juggles with an exit</strong> — every hit on an airborne target suspends them so you can chain, but the hang decays each hit. By the sixth strike they fall free. Anti-perma-combo by design.<br></li><li><strong>Frame-data depth, surfaced</strong> — active frames, invincibility windows, super-armor states, forward-guard arcs. Everything that decides a trade is readable, on purpose.</li></ul><h2 class=\"bb_tag\" >Resources are the real fight</h2><p class=\"bb_paragraph\" >Mechanics win exchanges; resource management wins matches. Three meters are always in play, and the better player spends them better:</p><ul class=\"bb_ul\"><li><strong>Balance</strong> — the universal crowd-control cap. Drain an opponent's Balance to land a stun; protect your own or eat one. Every parry, chain, and read moves it.<br></li><li><strong>Stamina</strong> — fuels your offense and defense. Attacks, blocks, and skills all draw it down. Swing on empty and you're wide open.<br></li><li><strong>Dash pool</strong> — one shared charge pool feeds every dash, on the ground and in the air. A Shift+WASD ground dash and an aerial dash or air-step pull from the same well, and it regenerates over time. Burn it all to escape and you've got nothing left to extend a juggle or bait a read. Positioning has a budget.</li></ul><p class=\"bb_paragraph\" >Learn to read your opponent's resources, not just their animations — that's where outplays live.</p><h2 class=\"bb_tag\" >Netcode that respects you</h2><p class=\"bb_paragraph\" >You came from games where the netcode lost fights for you. Finesse runs on a <strong>128-tick, server-authoritative</strong> simulation — the server is the single source of truth, every hit is resolved server-side, and combat windows resolve at 7.8 milliseconds. That lets cancel, active, and parry windows run tighter than the games you're leaving and still feel fair, because the tick can back them up. Competitive integrity is built into the architecture, not bolted on after.</p><h2 class=\"bb_tag\" >Movement</h2><p class=\"bb_paragraph\" >Combat-as-movement, movement-as-combat. Your dash isn't just for repositioning — it's a swing-cancel, a juggle-extender, a read-baiter.</p><ul class=\"bb_ul\"><li>Three aerial inputs — directional air dash, vertical air step, and wall jump — all drawing from your shared dash pool<br></li><li>Committed sprint with dash-into-run momentum<br></li><li>Aerial attacks dampen gravity — every swing extends your air-time<br></li><li>Wall-runs, climbs, vaults, ledge mantles, and leash-hook traversal<br></li><li>Hold CTRL to decouple aim from facing mid-skill for true trajectory steering</li></ul><h2 class=\"bb_tag\" >Weapons & the Duelist</h2><p class=\"bb_paragraph\" >The first class is the <strong>Duelist</strong> — a precise, mobile mid-range fighter — and it launches with three medium-range melee weapons, each carrying its own combat grammar:</p><ul class=\"bb_ul\"><li><strong>Katana</strong> — fast, slicing, momentum-driven<br></li><li><strong>Saif</strong> — a curved single-edged blade built for aggressive arcs and tight angles<br></li><li><strong>Longsword</strong> — longer reach and heavier commitment, a neutral-game anchor</li></ul><p class=\"bb_paragraph\" >These are the first standard medium-range weapon set — the foundation the Duelist is built around. Same class, three distinct rhythms of swings, reads, and counter-vulnerabilities, each echoing the martial tradition of one of the world's empires. More weapon classes, ranged weapons (bows, throwing weapons, and beyond), and magic systems roll out through ongoing development. Mastery isn't capped at one weapon — the journey is across all of them.</p><h2 class=\"bb_tag\" >The grind is the fight</h2><p class=\"bb_paragraph\" >Progression in Finesse is PvP-first. Levels, gear, and upgrades come fastest through the fight — every duel, skirmish, and war feeds your character. There's PvE too: bosses to break, content to chase, things to hunt — but it's not where the game is won. And here's the line that matters most: <strong>gear doesn't decide who wins the fight — it's the hero wearing it.</strong> Power helps; it never replaces the read. The better you fight, the more you grow, at every scale:</p><ul class=\"bb_ul\"><li><strong>Small scale</strong> — 1v1 duels where a single read decides it<br></li><li><strong>Medium scale</strong> — group skirmishes and objective fights where coordination compounds skill<br></li><li><strong>Large scale</strong> — faction wars, territory conflict, and sieges where the best players move the map</li></ul><p class=\"bb_paragraph\" >Win the fight, earn the growth. Skill is the currency.</p><h2 class=\"bb_tag\" >A living, persistent world</h2><p class=\"bb_paragraph\" >Finesse is built as a true MMORPG — a persistent online world that remembers what you do in it:</p><ul class=\"bb_ul\"><li>Empires and families — pledge to a warring empire, climb the ladder under your family banner<br></li><li>Real territorial conflict between factions, with land worth fighting over<br></li><li>Criminal tracks — bandit work, theft, and the heat that comes with it<br></li><li>A player-driven economy with crafting, gathering, and trade<br></li><li>Group content — parties, raids, faction wars, and sieges at scale<br></li><li>Server-side persistent state — your reputation, your rivals, your story</li></ul><h2 class=\"bb_tag\" >Made for mastery</h2><p class=\"bb_paragraph\" >The design test for every feature: does it expand the conversation between two skilled players, or shut it down? If it shuts conversations down — one-hit kills, infinite combos, positioning auto-wins, a kite meta — it gets cut or rebuilt. Mastery is the game.</p><h2 class=\"bb_tag\" >Currently in alpha</h2><p class=\"bb_paragraph\" >Solo-developed and built openly. Public PvP is the target. Wishlist to follow development, get first access when alpha invites open, and help shape what the game becomes. Every system on this page is in active iteration — community feedback drives the direction.</p><p class=\"bb_paragraph\" ><strong>A journey of skill.</strong><br>— GamerFrame</p>",
"short_description": "A high skill-ceiling PvP MMORPG for players who already speak the genre. Climb a persistent open world of warring empires and families on 128-tick server-authoritative netcode. Gear doesn't decide the duel — it's the hero wearing it. The grind is the fight.",
"supported_languages": "English",
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"website": "https://playfinesse.gg",
"pc_requirements": {
"minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong> Windows 10 64-bit<br></li><li><strong>Processor:</strong> Intel Core i5-6500 / AMD Ryzen 3 1200 (or equivalent)<br></li><li><strong>Memory:</strong> 8 GB RAM<br></li><li><strong>Graphics:</strong> NVIDIA GeForce GTX 1050 / AMD Radeon RX 560 (or integrated equivalent with Vulkan support)<br></li><li><strong>DirectX:</strong> Version 11<br></li><li><strong>Network:</strong> Broadband Internet connection<br></li><li><strong>Storage:</strong> 5 GB available space<br></li><li><strong>Sound Card:</strong> DirectX-compatible<br></li><li><strong>Additional Notes:</strong> Finesse is in alpha; system requirements may shift as testing reveals real-world performance.</li></ul>",
"recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong> Windows 11 64-bit<br></li><li><strong>Processor:</strong> Intel Core i7-9700K / AMD Ryzen 5 3600 (or better)<br></li><li><strong>Memory:</strong> 16 GB RAM<br></li><li><strong>Graphics:</strong> NVIDIA GeForce GTX 1660 / AMD Radeon RX 580 6GB (or better)<br></li><li><strong>DirectX:</strong> Version 12<br></li><li><strong>Network:</strong> Broadband Internet connection<br></li><li><strong>Storage:</strong> 10 GB available space<br></li><li><strong>Sound Card:</strong> DirectX-compatible<br></li><li><strong>Additional Notes:</strong> SSD strongly recommended for fast load times; NVMe preferred for asset streaming in larger arenas. PvP responsiveness benefits significantly from a wired connection and high-refresh monitor.</li></ul>"
},
"mac_requirements": [],
"linux_requirements": {
"minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong> Ubuntu 22.04 LTS or equivalent 64-bit distro / SteamOS 3.x<br></li><li><strong>Processor:</strong> Intel Core i5-6500 / AMD Ryzen 3 1200 (or equivalent)<br></li><li><strong>Memory:</strong> 8 GB RAM<br></li><li><strong>Graphics:</strong> NVIDIA GeForce GTX 1050 / AMD Radeon RX 560 (or integrated equivalent with Vulkan support)<br></li><li><strong>Network:</strong> Broadband Internet connection<br></li><li><strong>Storage:</strong> 5 MB available space<br></li><li><strong>Sound Card:</strong> DirectX-compatible<br></li><li><strong>Additional Notes:</strong> Finesse is in alpha; system requirements may shift as testing reveals real-world performance.</li></ul>",
"recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong> Ubuntu 24.04 LTS or equivalent / SteamOS 3.x<br></li><li><strong>Processor:</strong> Intel Core i7-9700K / AMD Ryzen 5 3600 (or better)<br></li><li><strong>Memory:</strong> 16 GB RAM<br></li><li><strong>Graphics:</strong> NVIDIA GeForce GTX 1660 / AMD Radeon RX 580 6GB (or better)<br></li><li><strong>Network:</strong> Broadband Internet connection<br></li><li><strong>Storage:</strong> 10 GB available space<br></li><li><strong>Sound Card:</strong> DirectX-compatible<br></li><li><strong>Additional Notes:</strong> SSD strongly recommended for fast load times; NVMe preferred for asset streaming in larger arenas. PvP responsiveness benefits significantly from a wired connection and high-refresh monitor.</li></ul>"
},
"legal_notice": "© 2026 GamerFrame LLC. All rights reserved. Finesse™, the Finesse logo, and \"A Journey of Skill\"™ are trademarks of GamerFrame LLC.",
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"release_date": {
"coming_soon": true,
"date": "Coming soon"
},
"support_info": {
"url": "https://www.playfinesse.gg/support",
"email": "support@playfinesse.gg"
},
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"content_descriptors": {
"ids": [
2,
5
],
"notes": "Finesse is a competitive PvP combat game centered on skill-based combat across multiple weapon classes — melee, ranged, and magic. Katana is the first weapon shipping in alpha; additional weapon classes (other melee styles, ranged weapons, magic systems) will roll out through ongoing development. Combat is the core gameplay loop and unavoidable.\r\n\r\nThe game contains:\r\n- Frequent realistic violence — melee strikes, ranged attacks, magic combat, player and NPC defeat\r\n- Realistic blood depictions during combat\r\n- Death and combat-injury mechanics\r\n\r\nPlanned alpha content updates (not yet in the alpha build, will be disclosed via Content Survey updates as shipped):\r\n- Additional weapon classes — ranged weaponry (bows, throwing weapons, firearms-adjacent), magic systems\r\n- Faction-based gameplay including criminal mechanics (bandit-style missions, theft, faction conflict)\r\n- Online multiplayer chat (text and/or voice between players)\r\n\r\nThe game does not contain sexual content, nudity, drug or substance use, gambling mechanics, or themes of self-harm or suicide. Combat is competitive and skill-driven, never gratuitous or torture-focused.\r\n\r\nPlayers who prefer to avoid frequent violence or who are sensitive to depictions of blood should be aware that these are central to the gameplay experience."
},
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"rating": "14",
"required_age": "14",
"banned": "0",
"use_age_gate": "0",
"descriptors": "Linguagem imprópria\nViolência"
},
"steam_germany": {
"rating_generated": "1",
"rating": "16",
"required_age": "16",
"banned": "0",
"use_age_gate": "0",
"descriptors": "Drastische Gewalt\nDerbe Sprache"
},
"igrs": {
"rating_generated": "1",
"rating": "18",
"required_age": "18",
"banned": "0",
"use_age_gate": "0",
"descriptors": "Interaksi Daring\nKekerasan\nPenggunaan bahasa"
}
}
}
}
}