
1. Combat & Encounter System
1.1. Combat Mechanics
1.1.1. Real-time action combat with combos, dodging, and parrying
1.1.2. Entity-assisted combat (each Entity grants unique abilities)
1.1.3. Weapon variety (melee, ranged, magic-infused gear)
1.1.4. Environmental combat (traps, destructible cover, vertical movement)
1.2. NPC and Creature +
1.2.1. Enemy Variations
1.2.1.1. Creatures
1.2.1.1.1. Normal creatures: Common wildlife with Entities
1.2.1.1.2. Rift Beasts: Monstrous creatures tied to dimensional rifts
1.2.1.1.3. Boss-tier Entities: Massive, intelligent beings requiring strategy
1.2.1.2. NPC
1.2.1.2.1. Corrupted NPCs: Humans consumed by unstable Entities
2. Story & World-Building
2.1. Core Narrative
2.2. Mystery-driven story unraveling Rift origins
2.3. Player’s role in stabilizing or exploiting Rift energy
2.4. Side Quests & Dynamic Events
2.5. Random world events (Rift surges, rogue Entities attacking settlements)
2.6. NPC-driven storylines influenced by player choices
2.7. As Rifts expand, new areas unlock or get destroyed
2.8. Player actions can shift the balance of power in NPC societies
2.9. World Evolution
3. Economy & Crafting
3.1. Resource Gathering
3.1.1. Mining, foraging, hunting for materials
3.1.2. Rift Essence: Core resource for upgrading Entities & gear
3.2. Crafting System
3.2.1. Equipment customization (elemental upgrades, durability improvements)
3.2.2. Potion brewing, trap creation, and food recipes
3.3. Economy
3.3.1. Buy/sell gear, items, and resources with NPC merchants
3.3.2. Marketplace for player-to-player trading in multiplayer
4. Social & Multiplayer Features
4.1. Player-Driven Content
4.1.1. Customisable safe zones/hideouts for player gatherings
4.1.2. User-generated quests (hiring other players for help)
4.1.3. Co-op & PvP Depth
4.1.3.1. PvP modes (1v1 duels, faction-based battles, free-for-all arenas)
4.1.3.1.1. Ranking & Achievements
4.1.3.2. Seasonal tournaments & special event challenges
4.1.4. Team-based Rift hunts with shared rewards
4.1.5. Leaderboard
4.1.5.1. Global leaderboards for strongest players or rarest Entities
4.1.5.2. Ranking & Achievements
5. AI & Immersion Mechanics
5.1. Adaptive AI Behavior
5.2. Enemies learn from repeated attacks and adjust
5.3. NPCs dynamically respond to player actions & morality
5.4. Environmental Interaction
5.5. Fire spreads, water freezes, wind affects movement
5.6. Physics-driven destruction for tactical advantages
6. Environment Design & World Scale
6.1. Biome Diversity
6.1.1. Distinct regions with unique flora, fauna, and environmental challenges
6.1.2. Special events tied to specific biomes (e.g., seasonal changes affecting gameplay)
6.2. Dynamic World Events
6.2.1. * Community-driven events affecting the state of the world (e.g., a major Rift emerges)
6.2.2. * Consequences of player choices impacting environmental state, like pollution or revitalization
6.3. Transportation Systems
6.3.1. * Fast travel options through established routes or through Rifts
6.3.2. * Unique vehicles, mounts, or magical means of travel
7. Testing & Quality Assurance
7.1. Play testing Phases
7.1.1. Regular alpha/beta testing to gather player feedback
7.1.2. Focus groups to assess gameplay mechanics and story engagement
7.2. Bug Tracking & Feedback Loop
7.2.1. Systems for players to report bugs and offer suggestions
7.2.2. Iterative development approach based on community feedback
8. Accessibility Features
8.1. Customization Options for Accessibility
8.1.1. Colorblind modes and font size adjustments for readability
8.1.2. Audio descriptions or subtitles for narrative content
8.2. Gameplay Accessibility
8.2.1. Adjustable difficulty settings and tutorials to assist new players
8.2.2. Options for remapping controls and alternative input methods
9. Crossover & Collaboration Opportunities
9.1. Cross-Promotion with Other Franchises
9.1.1. Collaborations with popular brands to introduce unique cosmetic items or events
9.1.2. Potential partnerships for crossover events or guest characters/entities from other games
9.2. Modding Support
9.2.1. Engaging the community with modding tools or SDK (Software Development Kit) for custom content creation
9.2.2. Encouraging player-generated content and sharing it within the community
10. Technology & Innovation
10.1. Graphics & Engine Technology
10.1.1. Use of cutting-edge graphics engines for realistic effects and expansive worlds.
10.1.2. Dynamic lighting and procedural generation to create diverse environments.
10.2. AI and Machine Learning
10.2.1. AI-driven NPC behavior that adapts to player-style.
10.2.2. Machine learning-based systems for tailoring content based on player habits.
11. Ethical Choices & Moral Ambiguity
11.1. Morality System
11.1.1. Decisions that can lead to varying gameplay consequences, both short and long-term.
11.1.2. Bridging the gap between good and evil, allowing for nuanced character development.
11.2. Consequences of Actions
11.2.1. Long-term environmental impacts resulting from player decisions (e.g., over-hunting certain entities could lead to extinction).
12. Virtual Reality (VR) Features
12.1. VR Mode
12.1.1. An optional mode that allows immersive exploration and combat through VR.
12.2. Interactive Environments in VR
12.2.1. Physical movements linked to character actions (reaching, climbing, dodging).
12.3. Entity Interaction
12.3.1. Unique ways to engage with Entities and NPCs in VR for deeper immersion.
13. Additional Collector's Features
13.1. Limited Editions
13.1.1. Special game editions with unique content, art books, or lore expansions.
13.2. Physical Collectibles
13.2.1. Figurines or companion items based on in-game Entities for collectors.
14. Multi-Language Support
14.1. Localization
14.1.1. Comprehensive translation to include multiple languages for a global audience.
14.2. Cultural Adaptation
14.2.1. Tailoring elements to resonate with different cultural backgrounds, ensuring inclusivity.
15. Core Mechanics
15.1. Open World
15.1.1. Real-world inspired locations such as Cities, Jungles, Mountains
15.1.2. Fantasy elements such as Dimensional Rifts, Waystones
15.1.3. Dynamic weather & day/night cycle affecting gameplay
15.1.4. Interactive environments (destructible objects, climbable surfaces, hidden areas)
15.1.5. Hidden Lore: Uncover history of Rifts, Sellers, and Entities through exploration
15.2. NPC
15.2.1. NPC factions: Some factions help the player progress, well some factions start wars impacting environment
15.2.1.1. Dynamic NPCs: Some react based on morality, power level, and faction
15.2.1.2. Faction Conflicts
15.2.1.3. Engage in NPC wars or territory struggles
15.2.1.4. Some NPC factions dynamically shift alliances
15.2.2. Sellers
15.2.2.1. Scattered throughout the world (hidden, quest-related, or random)
15.2.2.2. Upgrade player’s body to enhance compatibility with Entities
15.2.2.2.1. Use resources to get the enhancement
15.2.2.3. Offer skills, abilities, and passive buffs based on resource investment
15.2.2.4. Rare sellers tied to Rifts or hidden areas
15.2.3. Diffrent related to hidden events, quest-related, or random
15.3. Style (Customization & Character Building)
15.3.1. Gender selection
15.3.2. Two pre-made outfits + full custom outfit option
15.3.3. Entity-influenced customization (changes based on entity absorption)
15.3.4. Potential for cosmetic microtransactions or unlockables
15.4. Entities (Core Companion System)
15.4.1. Choose out of 5 starter Entities (each with unique skills)
15.4.2. Wild creatures also possess Entities
15.4.2.1. Higher-level creatures are immune until sufficiently strong
15.4.2.2. Defeat/tame creatures to obtain their Entities
15.4.3. Entities can evolve or merge for stronger forms
16. Expanded Mechanics
16.1. Survival & Exploration Elements
16.1.1. Health/Stamina System: Rest, food, and potions required for sustainment
16.2. Multiplayer Mode
16.2.1. Co-op and PvP options
16.2.2. Player trading system for rare Entities
16.2.3. Raid-style battles against overpowered creatures in Rifts
16.2.4. Guild System: Join or create player groups for bonuses
17. Player progresion & UI
17.1. User Interface componets
17.1.1. Health & Stamina bars
17.1.2. Level & Power level
17.1.3. Map & Coordinates: Shows Rifts, NPCs, important locations
17.1.4. Inventory System
17.1.4.1. Manage items, resources
17.1.5. Entity Management UI: Track abilities, stats, evolutions, atributes
17.2. Progresion
17.2.1. Stats & Leveling System
17.2.2. Level = General growth
17.2.3. Power Level = Combat effectiveness (Entity-based)
17.2.4. Skill Tree: Passive and Active abilities based on absorbed Entities
17.2.5. Attribute System (Strength, Agility, Intelligence, etc.)
18. Audience Engagement & Monetization
18.1. Target Audience: Males 12-22 (Action/Sandbox lovers)
18.2. Monetization Model (if needed):
18.3. Cosmetic skins for outfits & Entities
18.4. Expansion packs with new areas, Entities, and Sellers
18.5. Limited-time event creatures/entities
19. Game Theme & Feel
19.1. Genre: Modern Fantasy Sandbox
19.2. Visual Style: Semi-realistic with vibrant, otherworldly effects
19.3. Inspiration: Mix of Breath of the Wild (exploration), Monster Hunter (Entity hunting), and Cyberpunk-like fantasy urban settings
20. Narrative Depth & Character Development
20.1. Character Backstories
20.1.1. Unique and Random lore for player characters and their Entities
20.1.2. Quest lines linked to character origins and choices
20.2. Dialogue Systems
20.2.1. Branching dialogue trees that affect relationships and outcomes
20.2.2. Influence of player choices on NPC responses and story progression
20.3. * Friendship & Rivalry Systems
20.3.1. Build relationships or enmities with key NPCs and factions
20.3.2. Influence of relationships on gameplay dynamics, such as quest availability and faction support
21. Audio & Music Design
21.1. Dynamic Soundscape
21.1.1. Ambient sounds changing with environment and weather
21.1.2. Unique audio cues for different Entities and combat scenarios
21.2. Music Composition
21.2.1. A fully orchestrated score that adapts based on gameplay intensity or emotional moments
21.2.2. Themes for different factions, regions, or critical game events
22. Post-Launch Support & Community Engagement
22.1. Updates & Patches
22.1.1. Regular content updates, balancing adjustments, and bug fixes
22.1.2. Seasonal events with themed content
22.2. Community Building
22.2.1. Official forums, Discord servers, or social media engagement to foster community interaction
22.2.2. Player spotlights, fan art showcases, or competitions
23. Marketing & Community Outreach
23.1. Promotional Strategies
23.1.1. Teasers and trailers highlighting different aspects of gameplay
23.1.2. Influencer partnerships and gameplay streams for visibility
23.2. Engagement Campaigns
23.2.1. Pre-launch events or giveaways to build excitement
23.2.2. AMA (Ask Me Anything) sessions with developers to share insights about game development
24. Environmental Storytelling
24.1. World Lore Integration
24.1.1. Artifacts and ruins that tell the history of the world.
24.1.2. Environmental clues leading to hidden quests or story elements.
24.2. Dynamic World Changes
24.2.1. Player actions (defeating a Rift Boss, for example) can visibly alter the environment.
24.2.2. Evolving landscapes reflecting player decisions or factions' influences.
25. Emotional Engagement
25.1. Character Relationships
25.1.1. Deep narratives involving player choices impacting key relationships.
25.1.2. Emotional arcs that can change based on events in the game.
25.2. Sensory Experience
25.2.1. Techniques to evoke emotional responses through gameplay, music, and visual storytelling.
25.2.2. Moments of introspection within quests that allow player reflection.
26. Exploration Incentives
26.1. Hidden Secrets & Easter Eggs
26.1.1. Inclusion of rare items or lore scattered throughout the world, rewarding thorough exploration.
26.1.2. Unique challenges that unlock areas or content based on player skill or knowledge.
26.2. Achievements & Collectibles
26.2.1. In-game trophies for discovering all entities, factions, or lore points.
26.2.2. Unique titles or cosmetic rewards for achieving significant milestones.
27. Seasonal Content & Events
27.1. Seasonal Themes
27.1.1. Changing environments and quests based on real-world seasons (e.g., winter-themed events).
27.2. Community Events
27.2.1. Player-driven challenges or events tied to the community (e.g., large-scale battles with rewards).
28. In-Game Support & Tutorials
28.1. Interactive Tutorials
28.1.1. Contextual help during gameplay rather than static guides, allowing players to learn dynamically.
28.2. In-Game Assistance Systems
28.2.1. NPCs or guides that offer lore or mechanics help based on player status.
29. Weapon Systems & Customization
29.1. Weapon Types
29.1.1. Melee Weapons
29.1.1.1. Swords
29.1.1.1.1. Versatile and balanced, suitable for quick combos
29.1.1.1.2. Longsword: Balanced and versatile, effective in both slashing and thrusting; allows for quick combos.
29.1.1.1.3. Broadsword: Wider blade for powerful swings, excellent for dealing heavy damage to single targets.
29.1.1.1.4. Katana: Swift and precise, ideal for speed-focused play; includes unique techniques for parrying and countering.
29.1.1.1.5. Greatsword: Two-handed weapon; slow but deals massive damage and can stagger enemies.
29.1.1.1.6. Shortsword: Lightweight and quick, perfect for fast-paced combat scenarios.
29.1.1.2. Scythes
29.1.1.2.1. Wide-swinging attacks ideal for area control
29.1.1.2.2. Curved Scythe: Designed for sweeping attacks, creates area-of-effect damage; can trip or knock down enemies.
29.1.1.2.3. Double-bladed Scythe: Offers both offensive and defensive capabilities, enabling unique combo chains.
29.1.1.2.4. Sickle: Lightweight and agile, ideal for quick strikes and can be used for quick dodges or counters.
29.1.1.3. Spears
29.1.1.3.1. Long reach with thrusting abilities; effective against distant foes
29.1.1.3.2. Halberd: Combines blade and spear, allows for both slashing and thrusting attacks; effective in a variety of combat scenarios.
29.1.1.3.3. Glaive: A pole weapon with a curved blade at the end for wide area attacks; can also be used for dramatic sweeps.
29.1.1.4. Axes
29.1.1.4.1. Heavy-hitting with a chance for devastating critical damage
29.1.1.4.2. Battle Axe: Heavy-hitting weapon specializing in raw damage; can cleave through multiple foes at once.
29.1.1.4.3. Throwing Axe: Light enough for ranged attacks; effective for hit-and-run tactics.
29.1.1.4.4. Tomahawk: Versatile for both melee and ranged; can be used in quick combos or thrown for distant strikes.
29.1.1.4.5. War Axe: A hybrid between an axe and a sword, versatile for various combat styles.
29.1.2. Ranged Weapons
29.1.2.1. Bows
29.1.2.1.1. Skill-based archery with various arrow types (explosive, elemental)
29.1.2.1.2. Longbow: Higher range and damage; requires skill for precision aiming.
29.1.2.1.3. Recurve Bow: Offers better stability and speed for rapid shots; ideal for quick engagements.
29.1.2.1.4. Composite Bow: Enhanced draw weight results in powerful shots; effective for hunting larger creatures.
29.1.2.2. Crossbows
29.1.2.2.1. High damage but slower reload; mechanical enhancements possible
29.1.2.2.2. Heavy Crossbow: Inflicts high damage but has a slower reload time; can use explosive bolts.
29.1.2.2.3. Repeater Crossbow: Multi-shot capability; quicker reload time allows firing multiple bolts in succession
29.1.2.3. Magic-infused projectile weapons
29.1.2.3.1. Bullets or bolts that carry elemental properties
29.2. Unique Weapon Abilities
29.2.1. Elemental Affinities
29.2.1.1. Weapons can be attuned to fire, ice, electricity, etc., enhancing damage and adding status effects
29.2.2. Special Attacks
29.2.2.1. Weapons can unleash unique abilities based on Entity infusion (e.g., fire-based attacks, electric discharges, etc.).
29.3. Entity Merging System
29.3.1. Entity Infusion
29.3.1.1. Players can absorb Entities into their weapons, granting them unique abilities or effects
29.3.1.2. Each weapon can have one or multiple Entities fused into it for varying abilities
29.3.2. Evolving Weapons
29.3.2.1. Weapons can level up alongside their user or evolve based on the fused Entity's growth and traits.
29.3.3. Synergy Effects
29.3.3.1. The combined attributes of the weapon and fused Entity can create powerful attacks (e.g., a sword infused with a fire Entity might cause a flame swing that deals area damage).
29.4. Weapon Customization
29.4.1. Upgrade Paths: Players can enhance their weapons through crafting, applying rare materials to improve durability, damage, and elemental properties
29.4.2. Visual Customization: Cosmetic changes allowing players to alter the appearance of their weapons, perhaps influenced by the Entities they merge
29.5. Crafting Unique Weapons
29.5.1. Blueprint System: Discover or create blueprints for higher-tier weapons through exploration and quests
29.6. Weapon Skill Trees
29.6.1. Individual skill trees for each weapon type, unlocking advanced moves and abilities as players invest points.