How it plays
The campaign, combat, builds, loot, crafting, maps and the hideout, alone or with friends.
9 pages: 4 in game, 5 decided
Art in progress-
Art in progress
The campaign
Three acts of about 30 minutes, climbing from the deep where you fell to a corrupted heaven, then one more fall and a second climb a hundred years later. Alone or with friends.
Decided
- Art in progress The second climb At the top you choose a faction, then fall once more, willingly, and climb again a hundred years later through a world your choice has made worse. It replaces Nightmare; after it comes the endgame. Decided
-
Art in progress
Combat
Positioning in a crowd. Four damage types, three ailments, telegraphed hits and a dash to get out of trouble.
In game
-
Art in progress
Builds
Skills, gear and the passive tree, working together, so two players never build the same character by accident.
Decided
- Art in progress Build planner Make a character, from its archetype and the Rose to its skill gems and gear, and read off its damage, defences and mana against any monster, computed by the game's own code. In game
- Loot and crafting Items with random affixes in four rarities, uniques that name the world, and currency that changes items rather than buying them. In game
-
Art in progress
Maps and the hideout
After the campaign, the game is maps, opened from your hideout, where friends drop in to join you.
Decided
-
Art in progress
Alone or together
Every part of the game works solo; with friends it is two to four players on a server that owns the world, each with their own loot.
In game
- Art in progress The story in play Why each system of the game is the way it is, told from inside the world. Decided