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Progression

The Sanctuary loop

The main progression driver is restoring Sanctuaries. Each restoration:

  1. Advances the narrative (lore about the Unchained, Living Lines, world history)
  2. Stabilises the local region (climate normalises, species return)
  3. Increases the Linker's level cap (linear increment per sanctuary)
  4. Unlocks a gameplay mechanic (see Sanctuaries)
  5. Opens access to new regions

This replaces the badge/gym system. The constraint isn't an authority figure — it's physics. The Linker doesn't have enough Living Line energy to bond with higher-power Faerals until more Lines are restored.

Rewards

Beyond Sanctuary rewards, players earn:

RewardSourceEffect
ArchivesResearch Commissions, ecological discoveriesPermanent record of discoveries; some unlock Codex features
SealsCompleting ecological milestonesProof of expertise in a region or ecosystem role
RelicsRare world events, boss dropsEquipment, cosmetics, or passive bonuses
CertificationsWarden-issued for significant conservation actsUnlocks Warden-tier access in certain regions
Biological TrophiesDocumenting rare/extinct speciesCodex entries, prestige

Faeral progression

  • Levels: 1 to level cap (cap increases with sanctuaries)
  • Abilities: Generic abilities unlocked by level; special abilities by undisclosed conditions
  • Evolution: Species-specific stages (1–3 typically). Final evolution often required for powerful special abilities.
  • Mutations: Rare, permanent, minor stat/appearance changes. Inherited via breeding.

What is NOT a progression system

  • No badge-equivalent authority checks
  • No arbitrary NPC that decides if your Faeral obeys you
  • No EXP share debates — details TBD during design of leveling mechanics
  • No pay-to-progress (monetisation undecided but this is a constraint)

The mathematical lifecycle model that ties restoration, pressure, and recovery together is documented in Lifecycle Model.