She explores the environment, fighting enemies using a battle system that combines both real-time elements and a turn-based planning phase called Turn(). In battles where part of the environment is fenced off, the turn-based approach is available. The player can select different actions during the planning phase, such as movement and attacks, which fill up an action bar near the top of the screen. Once done, they are executed one after the other. It takes some time for the bar to recharge, but real-time movement and actions are still possible. Destroyed processes often leave behind cells that need to be picked up or enemies respawn. The areas usually have walls that can be used as cover.
A large portion of the gameplay is based around experimenting with different configurations of Functions. Skills are divided into active, passive, and upgrade slots, and most are unlocked by reaching new levels. Any function can be used for each of these three types of slots. By switching and combining functions in active and upgrade slots, a specific fighting style can be created. This is encouraged in the game through the inspect command, where parts of the story and characters are revealed by equipping functions in certain configurations. Certain enemies are more vulnerable to specific types of attacks. There are melee and ranged attacks, with additional effects such as damage radius and bounce effect.