Detailed Items
The most detailed item system of any role-playing game, where every item is unique, based on the physical properties of its ingredients. And with hundreds of item types, it's a loot-goblin's dream.
Innovative Crafting
Action-based crafting as thrilling as any combat encounter, with 21 disciplines that let players complement each other. From known staples like blacksmithing, to cosmology and architecture.
Lifelike AI
An AI-powered language model that produces context aware, lifelike conversations. Unique personalities for every single NPC combined with a dynamic events system means there's a rich adventure on every corner.
Gameplay Preview
Development Updates
Pre-Alpha v6
Bugfixes
Fixed lag spikes when looting a new item.
Pre-Alpha v5
New Features
The game now checks for a correct game version during login.
Support for cities - there is a board in the village you can interact with to see the stats of the city. This will be expanded upon in the future.
Quality of Life
Lighting improvements.
Notifications should now show instantly and not on a looped delay.
Bugfixes
The tailoring station in the city is now interactable.
Spiders now correctly show the death animation.
Internal server fixes.
NPCs can now equip all hand items.
Players no longer slide when harvesting.
Pre-Alpha v4
New Features
Direct Messaging
Players can now message others directly by typing "/t [name] [message]" in chat.
Updated NPC Dialogues
Added an indicator in chat to show whether a player is messaging an NPC or everyone in general.
NPCs now rotate toward nearby players and those chatting with them.
Settings
Added the option to set the resolution.
Added 3 quality settings (affecting render quality and fps).
Players can choose from 3 visual styles: Mild (balanced vivid colors, recommended), Colorful (brighter and sharper colors that stand out), and Soft (dimmed down colors kinder to the eyes).
Pre-Alpha v3
New Features
Item Properties
Harvested items now generate their properties based on where they were harvested.
Character Customization
Added customization support, as well as a complete overhaul of the account creation experience.
Pre-Alpha v2
New Features
Tutorial
Added over 30 tutorial steps to explain the first few crafting systems.
The tutorial saves progress, opening where you left off if you rejoin the game.
New Map
Overhauled the existing map to make for a smoother new player experience.
New Monsters
Including spiders and wolf/spider bosses.
Grass and Detail Shaders
Allows for huge spans of dynamic grass and plants around the map.
New Items
Added tutorial-specific items, guiding the player to craft a wooden pickaxe and a wooden sword.
Tuned to offer an easy crafting experience for those not familiar with the game.
Bugfixes
Fixes to crafting and item properties logic.
Added checks to quests, so they don't start if the required NPCs aren't spawned.
Adjusted the notification timer to make it shorter.
Pre-Alpha v1
New Features
Registration
Accounts are free to register for the duration of the Pre-Alpha and Alpha stages.
Support for custom display names.
Chat & NPC Interactions
Local player chat, with NPC targeting to trigger responses from the focused NPC. Messages display as bubbles above players and NPCs.
GPT-based responses from NPCs, with unique personalities per NPC.
Quests have the option for either GPT-based responses, or randomised responses from a custom list.
Harvesting
Respawning harvestable nodes, with hit points that award items on destruction.
Harvesting tools of different tiers, capable of destroying different types of harvestables, and of different damage types.
Items
Modular items with types (e.g. iron sword), behaviors based on type (e.g. combat), flat attributes based on type (e.g. iron swords have 4 damage).
Customizable name + description if the item is crafted.
Material properties - each item has 12 properties with values between 0 - 100. This means the same item type (e.g. iron ore) may have different variations. These then get passed on to outcome items in crafting, based on the properties of the ingredients. In the future, these will affect both attributes (e.g. damage) and appearance (e.g. color / special effects).
Inventories
Database-based inventories that persist, viewable by a player.
A simple paper doll implementation, where players are able to equip and unequip armor, weapon, and tool items.
Hover tooltips that dynamically show the information (and custom information - e.g. custom name) of each item.
Crafting
Item crafting based on recipes - these take ingredients and produce outputs.
Recipes are tied to crafting stations. Each station may have different recipes (e.g. blacksmithing vs carpentry). There will be different tiers of e.g. blacksmithing stations with different tier of recipes.
Crafting has a minigame:
The crafting minigame has a timer, once it elapses the item is complete. But items also have health, if they get fully damaged before the timer elapses, the crafting fails.
To successfully craft an item, players must interact with crafting modules (e.g. anvil / forge / planning table) in a specific order based on the recipe (e.g. iron chest = anvil -> table -> anvil). Players have a limited number of crafting actions to interact with modules. If they exhaust their action, any further interactions damage the item.
Most recipes will also have a chance to spawn negative effects. These appear above modules, the player must interact with the module to overcome the negative effect. This does not cost crafting actions. If a negative effect is not mitigated, it damages the item.
Crafting records who crafted which item and when. The crafter is recorded on the item, so anyone can see who made an item. The first person to ever craft an item type (e.g. first ever iron sword) will appear on all instances of the item as the "inventor".
Combat
Weapon types (e.g. iron sword / iron daggers) with different animations, combat attacks, damage, and cooldowns.
Combat attacks have combos, triggering more powerful attacks if you chain them.
There is 1 enemy type at the moment - a wolf, with a simple cooldown-based attack, and a simple AI to chase players. Leashing, to reset NPCs if they get too far from their spawn.
Support of loot tables, where enemies award loot from a random pool to anyone who applied damage.
Quests
A robust foundation to a quest system. Quests are defined as sequences of states, with transitions if a state is successful.
A quest manager, which plans and starts quests. Support for regions, where each region has a pool of available quests that are scheduled once a different quest in the region is complete.
Quests are shared across players. Each state tracks participation, and awards points. Players get rewards at the end of the event based on their participation points.
Support for 4 different states: wait for players, escort NPC, collect items, and defeat monsters. Each state is customisable and even 4 state types can lead to many different quests at the moment.
Quest trackers, showing the progress of a quest in the region the player is in.
Dynamic Occlusion
A system to hide walls and above floors of certain buildings - this allows the third-person camera to correctly show the floor the player is on with all the furniture.
Health & Respawn
A very simple implementation - players have 100 health, and respawn in the Docks once their health reaches 0.
A safety mechanism that returns the players to the docks if they fall into the ocean.
World
A simple Elpida Docks environment with 2 quests (Lost Pages and Farmer Woes) - one collection quest, one combat quest. The world may be completely overhauled in the future.