···29293030### Hyper Mega Awesome Game
31313232-- Modular Approach. The idea is to have some kind of state (main character, currency, ...) and multiple shards to play. Each shard could implement a different rule set or genre.
3333-- [[Modularity]] could also be implemented in the graphic side. You can choose the graphics pack you like just like another cosmetic similar to Rimworld or Dwarf Fortress.
3434-- Player Driven Economy. Everything is made by players and traded for real life currency. The developers only get a fee for each trade. This makes the game fully F2P but also supports the developers.
3535-- Companion Apps. Some tasks like trading or [[Planning]] could be done from a mobile device.
3636-- Systems (items, skills, monsters, ...) could be affected by evolutionary processes or driven by [[Artificial Intelligence Models]]
3232+- Modular.
3333+ - Have some kind of state (main character, currency, ...) and multiple shards to play. Each shard could implement a different rule set or genre.
3434+ - Use AT Protocol.
3535+ - [[Modularity]] can also be implemented in the graphic side. You can choose the graphics pack you like just like another cosmetic similar to Rimworld or Dwarf Fortress.
3636+ - Support external apps for certain tasks like trading.
3737+- Player Driven.
3838+ - Everything is made by players and can be traded.
3939+ - Could use real life currency and the developers only get a fee for each trade?
4040+ - Groups can take control of a region and build new things there.
4141+- Evolutionary.
4242+ - Systems (items, skills, monsters, ...) could be affected by evolutionary processes or driven by [[Artificial Intelligence Models]]
3743 - Merging two skills could produce a new one (inheriting properties and perhaps with a small mutation).
3844 - Monsters inside an area could develop resistance against what's killing them, forcing a change of metagame strategies.
3945 - Quests rewards will also change dynamically like a market.
4040-- Players can vote for the next patch changes with in-game money. This way developers get feedback on what's important.
4141-- Could have a GPS RPG extension. Locations in the real world would be named similarly to the real place but with a twist given by a Neural Network.
4242-- Factions can take control of a region and build new things there.
4646+- GPS.
4747+ - Locations in the real world would be named similarly to the real place but with a twist given by a Neural Network.
4848+- Asynchronous.
4949+ - Players can play at their own pace. Setup equipment and combat strategies that will be executed when you're offline.
5050+ - Builds feel like “programming a character,” not piloting one.
5151+- Extraction-based core loop.
5252+ - You go out on runs carrying loot at risk and must return to a safe base to secure it.
5353+ - Death during a run causes loss of unbanked items.
5454+- Group Play.
5555+ - Groups have shared resources, upgrades, and long-term goals.
5656+ - Cooperative progress persists even when players play asynchronously.
5757+ - Group decisions matter more than individual optimization.
5858+ - Big enemies and events are defeated through accumulated group contributions.
5959+- Roguelike variability per run.
6060+ - Each run offers random modifiers that alter combat behavior (Hades like).
6161+ - Builds must adapt dynamically rather than rely on a single optimal path.
43624463### Unconventional Changelogs
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