A 2D open-world MMORPG/RTS. One global map regenerates weekly. Clans found villages, claim territory, gather, build defenses, and war. The sim is server-authoritative and deterministic.
On "3D": the packs are 2D pixel art - they can't become real 3D models. What we CAN do (next visual pass) is a 2.5D depth look: y-sorted sprites, drop shadows, elevation via cliff tiles, and tall building sprites drawn with a height offset. That reads like a polished Pokemon/Zelda overworld.
Biomes drive walkability + movement: deep water/water = impassable (need a boat or bridge), sand/grass/forest = walkable, mountain = slow. Cliffs give elevation (2.5D layering).
Resource nodes. Trees -> Wood, Rocks -> Stone/Ore/Gold, Wheatfield/berries -> Food, Cactus/crystal -> rare. Workers harvest them; nodes deplete and regrow.
Clan village structures, each with a function:
- Keep / TownCenter - claims territory (projection radius), respawn/HOME point.
- House / Hut - population cap (more villagers).
- Barracks - trains Soldiers (melee/archer/mage).
- Tower / Wall - defense (towers auto-shoot intruders).
- Market - trade resources <-> gold. Tavern - recruit heroes.
- Docks - build boats/ships. Workshop - upgrades. Chapel - buffs.
Playable player avatars (the MMO layer). Each champion = a class/skin. Damage scales with the equipped sword (see Weapons). combat + equip live.
Villager units: gather resources, construct buildings, repair. Non-combat.
RTS combat units, trained at Barracks, owned by a clan:
- Swordsman - melee frontline. Archer - ranged. Mage - AoE/caster.
- Follow move/attack orders, auto-retaliate, defend territory, siege enemy villages.
Each species has distinct AI (aggro + leash to home already live):
- Goblin - pack raiders; roam forests, raid nearby resources/villages.
- Wolf - wildlife; hunt in packs, aggressive.
- Slime - weak; splits into two smaller slimes on death.
- Skeleton - undead; spawn from ruins/deserts, stronger at night.
- Bandit - ambush players/caravans on routes, drop gold.
- Orc - heavy; siege villages in groups.
- Troll - mini-boss; guards mountains + high-tier chests.
Treasure. Walk up + open -> loot (coins + weapons/items by rarity). Better loot in dangerous biomes. generation + loot table live.
Swords are tiers with power (Rusty -> Iron -> Steel -> Ember -> Frost -> Demiurge Blade). Buy in the Bag, equip (the sword becomes your cursor), enchant (+15% power/level, up to +5). Equipped power = hero damage.
Water travel + naval layer. Built at Docks. Boat = personal crossing,
TransportShip = move units/goods, WarShip = naval combat, PirateShip = enemy
raiders that attack coasts. Bridges (Miscellaneous/Bridge) = buildable land
crossing over water.
Horse = mount (faster travel). MarineAnimals = water wildlife/mobs.
UI item icons: bag, shop, chest loot, consumables (potions, food, rings, gems).
Projectiles (arrows, fireball, ballista bolt) for ranged combat; banners, props, effects for world decoration.
- Interaction: harvest nodes, open chests -> bag, attack tuning. (combat )
- Villages: place Keep -> claim zone -> build houses/walls/towers (clan colour).
- Units: Barracks trains Soldiers/Workers; move/attack commands.
- 2.5D visual pass: y-sort, shadows, cliffs, tall buildings; PunyWorld autotiles.
- Water: Docks -> boats, bridges, naval combat, PirateShip raids.
- Mounts, markets, matchmaking battles, weekly reset rewards.