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Game Design

Core loop

  1. Explore a region
  2. Observe the local ecosystem (species, climate, events)
  3. Capture Faerals (bond via Linker)
  4. Battle — build and refine your team
  5. Study the ecosystem — ecological journal, Codex discoveries
  6. Influence migrations and populations
  7. Restore a Sanctuary — unlock a new mechanic, advance the story
  8. Access new regions

Design principles

  • No RNG grind — difficulty comes from knowledge and strategy, not luck
  • No checklist fatigue — quests react to the world state and can expire
  • No arbitrary progression gates — level caps are a physical limitation of the Linker, not an authority check
  • Living world — the ecosystem changes whether or not the player is watching
  • Community as scientists — special ability conditions are never shown; the community discovers them empirically

Pages

  • Linker — the player's core device
  • Codex — the encyclopedia feature
  • Faerals — species, mutations, breeding
  • Combat — turn-based hybrid with timing
  • Ecosystem — simulation model
  • Lifecycle Model — math model and simulation tool
  • Quests — Field Requests and Research Commissions
  • Progression — level caps, rewards, unlocks