Structural Integrity
Architecture over incentives. We design systems first, then balance rewards around them.
Traditional survival games like Ark and Rust are fantastic for hardcore players who can grind 24/7. But casual players get griefed into oblivion. The industry created a false binary: either you grind relentlessly or you get wiped.
Economic specialization forces cooperation. Industrial tribes produce weapons. Research tribes unlock blueprints. Agricultural tribes enable breeding. Tier 2+ crafting requires all three—no solo path to endgame.
Casual players build their economy safely in Home Worlds. Hardcore players fight for territory in Chaotic Worlds. Both trade through the Neutral World hub.
Both audiences need each other. A hardcore tribe can't survive without industrial supplies. A casual tribe can't progress without buying completed research.
Toggle between casual and hardcore perspectives to see how the three world types serve different playstyles.
Safe Sandbox
Protected - Zero combat risk in your home world
N/A for hardcore - Home worlds are for production, not raiding
Standard pace - Play on your schedule, no rush
Production focused - Supply materials for chaotic world raids
Low risk, steady gains - Build without fear of loss
Stable supply chain - Reliable source of crafting materials
100% safe - Never lose your base or progress
Protected investment - Safeguard critical infrastructure
Producer - Specialize, supply the economy, trade safely
Supply base - Farm materials without PvP interruption
Play casually - 5-10 hours/week, no pressure
Efficient farming - Quick supply runs between raids
Cooperative tribes - Build reputation, help each other
Economic alliances - Secure reliable suppliers
Trading Hub
Zero PvP - Safe trading zone for all players
Neutral ground - Trade with rivals safely
Trade to progress - Buy what you can't craft yourself
Market access - Acquire rare materials quickly
Fair trade - Exchange goods at market rates
Strategic trading - Buy supplies, sell loot
No bases here - Visit to trade, return home
Trading posts only - No permanent structures
Central marketplace - Connect with all player types
Economic hub - Essential for cross-tribe trading
Quick visits - Trade when needed, no long sessions
Efficient transactions - Fast resupply between raids
Build reputation - Become a known reliable trader
Network effects - Form trading partnerships
High-Stakes PvP
Optional PvP - Visit only if you want the challenge
Full PvP - Control territory, raid enemies, prove dominance
Not recommended - High risk outweighs rewards for casual play
5-10x rewards - Accelerated progression for skilled players
Extreme risk - Can lose everything in a single raid
High stakes, massive rewards - Wealth through conquest
Never build here - Too dangerous for casual investment
Raid windows - Defend or lose everything. True competition.
Sell to hardcore - Supply weapons, armor, consumables
Consumer - Buy supplies, focus on combat and raids
Not for casuals - Requires constant vigilance
Grind expected - 20+ hours/week to compete
Spectate from safety - Watch the drama unfold
Alliances, betrayals, politics - Emergent social gameplay
Neither playstyle cannibalizes the other. Both are necessary. Both are profitable.
We have complete, verified backend infrastructure. Everything below is operational.
We've built complete backend infrastructure. What's missing is game design and art direction.
Define how players progress and why they keep coming back.
You'll design progression systems, economy models, and gameplay loops. We need someone who thinks in systems (feedback loops, second-order effects), works with data, and can balance casual + hardcore coexistence.
Required: Economic design experience (Rust, Ark, Valheim era). Ship, measure results, iterate and improve.
Define what this world looks like and establish the visual language others extend.
You'll set aesthetic direction, design modular creature and building systems, and build a pipeline for solo-to-team scaling.
Required: Shipped a game solo or led art on shipped titles, thinks modular from day one, comfortable with Godot or can learn quickly. Your assets need to survive Unity ports later.
Architecture over incentives. We design systems first, then balance rewards around them.
Real about what works and what doesn't. We admit when something was wrong and adjust.
Respect casual and hardcore players equally. No favoritism, no exploitation.
Trust within shared vision. Team members have agency within clear boundaries.
30-year thinking, not sprints. Quality compounds when you're not burning out. We use all available tools—AI, automation, whatever works.
Everything is modular and meant to scale. Code, art, and systems designed for extension, not replacement.
Domain experts own their decisions. Founder arbitrates conflicts but defaults to expertise. Real authority, not theater.
We stay true to what we're building. We don't follow trends that conflict with our philosophy. We hire for alignment, not just skill.