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AETHER SHARD SURVIVAL WIKI
built from v0.1.73 · 2026-10-06
DESIGN

Recruits, friends and markets

A design document: planned unless a "Prototype" note says it's built.
Part of The design hub. Eric shared an earlier game concept 2026-09-01; this doc is the gap analysis + what to adopt.

Already in the current design (no action)

Old ideaWhere it lives now
City builder / RPG combo; gather → buildingsThe design hub, Building ladders
Buildings unlock gear + skillsBlacksmith ladder; Scribe/tomes
Recruit people, RNG quality, they run buildings while you questProfessions belong to the city; Apprentice/Journeyman/Master; Inn visitor pipeline
Class reset for a fee, keep progressChapel respec by ring distance; learned tomes persist (the no-XP analog of "retain experience")
Open-world materials (trees/ore) + caves/structuresWorld Structure: resource clusters + set-piece dungeons per wedge

Deliberate divergences: no XP/levels (gear is power), no skill tree (skills are lootable tomes). A tree can return as prerequisite tiers inside a school drawn by the Scribe, if wanted — it doesn't fight the doctrine.

Adopt now (design-level, single-player)

NPC-generated quests

Recruited NPCs offer quests; better-quality NPCs give better quests.

Built 2026-09-02 (prototype v0.1.9): two recruits by the whetstone (Marla the Innkeeper, Apprentice; Orrin the Smith, Journeyman) with two quests each — gather (stew meat, tusks) and kill (boars, camp bandits). Walk up to talk; quality scales the loot reward ×1.0/×1.5; HUD tracker shows active quests. Registry: scripts/quests.gd.

Recipe quests (decided 2026-09-02)

Profession NPCs teach recipes through quest chains of rising difficulty — see the rule in Blacksmith Ladder (building template). This is the primary recipe source; traders/loot are the secondary trickle.

Instanced "quest" runs

Dungeons/forests/abandoned cities as instanced runs = the set-piece dungeon per wedge, launched from a quest. Open world stays primary.

Adopt later (needs a backend — Cloudflare fits)

Friend cities (async social)

Cities are discoverable by friends; you visit a snapshot of their city, take quests from THEIR NPCs, and both sides gain (your hero: rewards/loot; their city: money/morale/materials). Better NPCs on their side = better quests for you.

Async PvP = ghost raids

The existing Raid System (both directions) maps 1:1 onto attacking a friend's city snapshot (Clash-of-Clans style): their walls, emplacements, guards; your siege-or-stealth choice; loot/cripple outcomes applied as a report the owner gets later. Heat between friends. Kidnap-not-kill stays: you "borrow" their NPC until ransomed or rescued — a social hook, not a griefing tool.

Player market

The Trading Post gains a player-to-player listing board: sell what your city made or your hero found. Items are already data-driven ids + counts (+ condition), so listings are trivially serializable.

Architecture principle (adopt NOW so later is cheap)

Not adopting