Systems

Simulation first

Every system talks to the others. Skills affect pets. Pets affect camps. Camps affect trade. Nothing lives in a vacuum.

Advancement

Skill-based, classless

Morrowind and Ultima Online are the reference points. You advance by using skills, and the choices compound over years, not hours.

Use to improve

Skills rise through practice. No level gates, no class locks. Specialization emerges from play.

Stats matter

Attributes grow in service of the skills you actually use, not from XP pots.

Crafting depth

From gathering to finished goods, with quality, wear, and specialization.

Economy

Simulated, not scripted

NPCs produce, consume, and need. Scarcity is real. Helping a settlement recover is more valuable than looting it.

NPC Demand

Prices move because people need things, not because a quest says so.

Caravan Trade

Run goods between settlements for profit, or stock your own camp.

Caravan & Camps

Mobile base, fixed refuge

Caravans

Your caravan moves with you and other players can join theirs to yours to adventure as a group.

Camps

Set up a guarded safe camp in a dungeon. Sleep, craft, store. A camp unguarded is a camp lost.

Combat In development

Two candidates, one decision pending

We have not settled the combat model. We are toying with real-time-with-tactics settings and issuing orders, or a turn-based approach. When we decide, it will be documented in the devlog.

Option A — Real-time with tactics

Live action with pause-and-issue or queued orders. Spatial, reactive, tense.

Option B — Turn-based

Deliberate, readable, tactical. Full control of pets and party.

Relationships

Favor that compounds

Help NPCs accomplish their tasks to gain favor. Favor opens training, trade, and the occasional echo.

Favor

Tracked per NPC. Visible in behavior, not just a number.

Memory

NPCs remember deeds. Kindness and cruelty both travel.

Echoes

A fragment of an NPC that can travel with you.