Procedural, Bounded Open World
The player starts the game in an idyllic landscape, with deer, birds, and fish aplenty. Snow covered mountains and lush forests provide a variety of environments to inhabit. The landscape is surrounded by seas on all sides, and beyond the sea, great hills can be seen rising in the distance. Could there be other settlers out there, beyond the sea?
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Procedural Dungeons
Across the world, a variety of dungeon types can be found, each with its own visual motifs, unique mechanics, specialized loot tables, and puzzles. Sewers may be a source of scrap metal and components, or even a working generator. An old office complex may have medical supplies, food, and schematics. Each dungeon is composed of several procedural areas, each with some challenge required to reach the next area. Challenges may require evading monsters, deciphering discarded notes for a password, or simply finding the key to a locked door. Each subsequent area has more loot, and more dangers.
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Player Bases
Players gather wood, stone, and metal from their environment to construct cozy home bases to bring their loot back to.
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Persistent Presence
There is a design principle in play for all items, crafting materials, consumables, etc. in the world that demands nothing is ever reduced to an icon in a menu. Player inventories are limited to what can be carried in the hands, strapped to the back, or stuffed in a bag (FIFO). Chests are absent, and items are instead displayed on shelves, in stockpiles, or in crates (shelves you can carry, essentially).
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Permadeath-ish
Each colonist death is permanent, but a fresh one will be deployed upon the loss of a colonist to keep the rebuilding effort active. Be mindful- too many deaths in quick succession will result in 'B-Team' deployments to mitigate unnecessary loss of high-value colonists to the site. Each colonists has unique traits, both positive and negative, that affect their overall effectiveness at different tasks.