Game Features
A survival RPG built on emergent systems — every village, NPC, and conflict is unique to your playthrough.
The World
Procedural World Generation
The game world is generated using a Whittaker diagram approach — temperature and moisture noise maps combine to create 14 distinct biomes, each with unique terrain, resources, hazards, and atmosphere. From rolling meadows and dark forests to scorching deserts and volcanic wastelands, the world is organized into chunks that load dynamically as you explore, with a fog of war that reveals terrain only as it's visited.
Meadow
Desert
Mountains
Enchanted Grove
Farmland
Coast
River Delta
Volcanic Villages & Cultures
Villages spawn procedurally — their size, layout, and buildings are all shaped by the surrounding biome. 40+ building types are placed using a tiered system, with specialized structures like cathedrals and guildhalls appearing only in larger settlements.
Each biome produces a distinct culture — Meadowfolk are friendly nature-worshippers, Cragborn mountaineers are fierce and honor-bound, Tidecallers are free-spirited ocean devotees. Culture shapes NPC speech, values, trade preferences, and willingness to fight.
AI NPC Interactions
Survival
You begin as a homeless farmer boy with nothing. Survival depends on managing energy — your life force, depleted by actions and combat, restored by rest and food — and hunger, which increases over time and accelerates energy drain when neglected. Sleep, weather, and seasonal effects all impact your condition. Storms slow movement. Winter halts crop growth. Night brings monsters.
Procedural Identity
Every NPC is procedurally generated from 37 possible roles — farmer, blacksmith, warrior, priest, enchanter, guildmaster, lord, bandit, and many more. Each gets a culturally appropriate name, personality, family relationships, and a daily schedule that shifts between sleeping, working, eating, and socializing.
Real Conversations
NPC conversations are powered by AI with full context awareness. Each villager responds in character based on their personality, backstory, and current mood. Conversations are summarized, embedded as vectors, and stored — so NPCs remember what you told them, promises you made, and how you've treated them.
Responses include sentiment analysis and reputation changes — say the right thing and earn favor; insult them and the whole village hears about it through the gossip system. If your reputation drops low enough, you get banished. Game over.
Voice
Six distinct voice types with per-role pitch and rate adjustments. Blacksmiths speak in deep, slow tones; merchants are quick and enthusiastic; elders are measured and deliberate.
Economy & Trade
Village Economy Simulation
Each village runs a persistent economic simulation with stockpiles across 6 resource categories. Production rates vary by biome — mountain villages produce abundant ore but little food. Village health ranges from thriving to abandoned based on resource levels, and sustained surplus leads to expansion while shortages cause decline.
Reputation-Based Trading
Every merchant NPC maintains gold, inventory, and a buy list. Prices shift with reputation — beloved customers get 25% discounts, hostile strangers pay 50% markups. 85+ items are available across building types, with biome-specific variants.
Caravans
Eight caravan traders travel between villages in real-time, carrying biome-specific goods between regions. They walk at 90 px/s during daytime, stay at each village for 2-4 game hours, and flee from monsters at 130 px/s to reach village safe zones.
Crafting
168 Recipes, 7 Stations
Craft at the hand, workbench, forge, kitchen, alchemy table, loom, or altar. Recipes unlock through reputation with NPCs, skill progression, and discovery. Every crafted item has a quality tier — poor, normal, good, or excellent — determined by skill-based minigames.
Crafting Minigames
Five minigame types: timing (hit the mark), temperature (maintain heat), rhythm (match beats), balance (keep steady), and sequence (follow the pattern). Your performance determines the quality and value of the result.
Combat
Night Monsters
Night brings danger. Each biome spawns unique monster types — 27 regular monsters and 14 overworld bosses. Monsters use multi-target AI, evaluating all potential targets and prioritizing based on proximity and aggro. Light sources suppress spawning, creating safe zones near torches and campfires.
Companions
Recruit NPCs as combat companions through high reputation — up to 4 in the overworld, 6 in dungeons. Warriors tank, priests heal, scouts fire arrows. Each role brings unique abilities: Rally Cry, Heal, Poison Coat, Armor Break. Companions can die permanently, imposing reputation penalties and morale debuffs.
Boss Encounters
Multi-phase boss fights with transforming attack patterns, enrage timers, and arena hazards. Special attacks include ground slam, charge, fire breath, frost nova, poison cloud, teleport strike, and summoning reinforcements.
Dungeons
Procedural Generation
Each biome has a dungeon entrance. Dungeons are generated from deterministic seeds using Binary Space Partition — 250x150 tile maps with 15-20 rooms connected by corridors. Room types include combat, resource, treasure, and boss chambers, all themed to the surrounding biome.
Amplified Danger
Dungeon monsters hit harder: 3x HP and 2x damage over their overworld counterparts. Bosses get an additional 3x HP and 1.5x damage. Hazard tiles — spike traps, lava, ice, poison, and pits — add environmental danger.
Tiered Loot
Loot scales from common materials in combat rooms to guaranteed equipment drops from bosses. Boss gear is tiered by biome difficulty — easy biomes drop steel, hard biomes drop obsidian, extreme biomes drop mithril.
Village Warfare
Military Power
Every village maintains military strength based on culture aggression, garrison size, training, fortifications (none through fortress), mercenaries, and economic funding. Aggressive villages with high power declare war on weaker neighbors.
Defensive Formations & Traps
Attacked villages organize into three-ring defensive formations — melee warriors at the front, ranged scouts behind, healers at the core. NPCs place 10 trap types along approach lanes: spike pits, bear traps, fire bombs, caltrops, magical wards, frost runes, and more.
Conquest & Manipulation
Conquered villages undergo cultural assimilation over 28 game days. Territory is tracked per-chunk and visualized on the world map. The player can manipulate villages into conflict — lie about attacks, rally war parties, or trigger retaliation through careful companion management.