Progression
The Sanctuary loop
The main progression driver is restoring Sanctuaries. Each restoration:
- Advances the narrative (lore about the Unchained, Living Lines, world history)
- Stabilises the local region (climate normalises, species return)
- Increases the Linker's level cap (linear increment per sanctuary)
- Unlocks a gameplay mechanic (see Sanctuaries)
- 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:
| Reward | Source | Effect |
|---|---|---|
| Archives | Research Commissions, ecological discoveries | Permanent record of discoveries; some unlock Codex features |
| Seals | Completing ecological milestones | Proof of expertise in a region or ecosystem role |
| Relics | Rare world events, boss drops | Equipment, cosmetics, or passive bonuses |
| Certifications | Warden-issued for significant conservation acts | Unlocks Warden-tier access in certain regions |
| Biological Trophies | Documenting rare/extinct species | Codex 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.