Dream log

Where this world is going, and what it would be like to be standing in it.

Talking Island Village, engine render
Talking Island Village, engine render
In the field

Out in the field

The sims a party is built from, the pets that fight beside them, and how a pull works.

Companions you keep

Party with a sim you like and it stays yours — a named roster you build over time, not a stranger every session.

Pets don't all fight the same

A Unicorn, a Dark Panther and a Phantom Summoner's pet should not all swing the same way. Each gets its own behaviour, and shots are always on.

AoE trains

A polearm puller drags a train and the AoE nukers drop it — the parties that make Dragon Valley cave and the catacombs worth a crowd.

By landmark, not by zone

Parties announce where they are going by landmark — the obelisk near the werewolves — instead of by zone.

Export your character

Export a character from one of our worlds and carry it into your own, where the rates and the population are yours to set.

Giran Castle approach, engine render
Giran Castle approach, engine render
In the open

A world that answers you

Everything the sims do today, they do at you: they stock the shops, they join when you ask, they follow when you move. None of it starts with them. This is the half where the world speaks first.

Sell to the world, not just buy from it

Sims run the shops you buy from, but nothing buys from you. The other half of that: a sim who wants what you are carrying, and says so.

Shout that you need a group

Say it out loud — looking for a party, healer, sixty-five — and have somebody answer and come find you, instead of you going to them.

A party that asks before it follows

Scout ahead and the party waits somewhere sensible rather than trailing you into it. Walk far enough and they hold instead of chasing.

Say something to a sim

A shop already answers a whisper asking where it is. Everyone else in the crowd stays quiet, and a shop only ever answers that one question.

Baium's chamber, Tower of Insolence — engine render
Baium's chamber, Tower of Insolence — engine render
Behind the boss door

Raids

Several parties in one chamber against a boss, with one brain deciding who tanks, who spreads and who moves as the fight changes.

A commander that reads the fight

Not eight parties attacking the same target. Someone decides who tanks, who spreads, who moves — and changes their mind when the boss does.

Parties that hold a formation

Tight for a corridor, loose for an area attack. The same lever a real raid leader calls out.

Rest before the pull

A party that sits down, drinks, and buffs before it opens a door reads as people rather than processes.

Aden Castle, engine render
Aden Castle, engine render
In the halls

Clans, and the politics under them

Sims that found clans, hold castles, set the tax in the town below, and remember who took what from whom.

Sims that found and join clans

Reputation, membership, rivalry — the fabric that makes a name on a shop mean something.

Someone owns the castle

Clans hold castles and halls, and the tax they set moves the prices in the town below.

Your party takes your side

Griefed at a spot, and the sims you are with respond — sensibly, and without dragging you into karma you did not ask for.

Core's hall, engine render
Core's hall, engine render
At the gates

Sieges

Castles contested on a schedule the world keeps, and a market in the town below that moves when one changes hands.

A siege that runs to its own schedule

Registration, attackers, defenders, gates that fall. The schedule belongs to the world.

Consequences you can read in a shop

A castle changing hands moves the taxes, which moves the market. You can see who won without being told.

Catacomb of Dark Omens, engine render
Catacomb of Dark Omens, engine render
Under everything

Sims that feel like people

Sims that learn from a bad pull, take the safer route over the shorter one, and keep time with a world that has seasons.

Sims that learn what works

A party that dies to the same pull twice should approach it differently the third time.

Paths chosen for danger, not distance

The shortest route through a Cruma room is often the worst one. Edging the wall to pull less is what a person does.

Quirks you would recognise

Pacing, hesitation, the way someone moves between fights. Small enough to be unremarkable, consistent enough to be a person.

A world that keeps time

Seasons, festivals, a day that turns. The economy already ages; the calendar is what makes it felt.

Nothing here has a date, and nothing here is a promise. It is a snapshot of where the world is being taken — and the list changes as the world teaches us what it wants.