Skip to main content

Design: Rune Tiering, Rift Refreshments, Divine Essences, and Player Progression

August 9, 2025

  • @rachaelrose1212
  • @Sp3cialk
  • ???

Visual Working Board PDF

Meeting Format

  • Meeting included:
    • Idea sharing (15 minutes)
    • Weekly focus topic (30 minutes)
    • Review of existing and in-progress ideas (15 Miuntes)

Rune Gems & Vanilla Gear Integration

Rune Tiering System

  • Proposed gem system aligns rune gems with vanilla gear tiers:
    • Example: low level gems socket into copper+ gear
    • Higher level gems unlock socketing in iron+, diamond+, etc
  • Gating is enforced by tier compatibility
  • Preserves vanilla progression instead of overriding it with early modded gear
  • Encourages “vanilla plus” progression while unlocking magical enhancements

Design Intent

  • Prevents immediate obsolescence of base Minecraft gear
  • Encourages players to engage with Minecraft’s native systems early on
  • Creates cohesion across systems by building on what already exists

Rift Refreshments & Provisions

Food & Drink Systems

  • Builds on prior meeting discussion of hunger-based regen systems
  • Refreshments and Provisions are two separate item classes:

Rift Refreshments

  • Inspired by the tea shop concept
  • Provide short term potion-like buffs (15–30 seconds)
  • One active at a time, new drink overrides the previous

Provisions

  • Provide longer-term for the full Rift session
  • Tie into hunger/stamina systems
  • Designed for consistency across an entire run

Divine Essences

Concept Overview

  • Divine Essences serve as an endgame progression path and long-term goal
  • Can be collected, split, or combined
  • May be used to unlock powerful blocks

Implementation Ideas

  • Suggested total of nine essences to match Minecraft’s hotbar or a potential pantheon
  • Rainbow essence (all combined) proposed as a high-tier objective
  • Drops can act as catalysts or crafting components
  • Potential to link essences to specific Rift types or challenges

Player Progression Systems

Stat Based Design

  • Shift toward a stat system instead of skill trees alone:
    • Base stats increase with level (e.g. Strength, Intelligence, Constitution)
    • Stat growth gives players a sense of long-term power

Guild & Talent Integration

  • Talent trees could still exist and tie into guild progression
  • Divine Essences could offer final-tier unlocks or passive bonuses

Core Goals

  • Ensure players feel stronger over time, even without high-end gear
  • Progression should affect base player ability, not just loadout

Additional Topics

Vanilla+ Rift Tools

  • One-time-use items (e.g., grenades) proposed as loot drops
  • Increases variety in loot tables and combat engagement
  • Concern: players may hoard consumables out of fear of wasting them
  • Arrow types and similar consumables suggested as craftables
  • Made outside the Rift but impactful within
  • Fits the goal of enriching Minecraft-style combat without overwhelming with new systems

Weapon Design

  • Ideas include flamingos, umbrellas, and ether rifles.
  • Template for submission includes:
    • Name, description, reach, handedness
    • Stat modifiers
    • Offhand benefits
    • Basic attack and unique ability

Weapon Classes

  • Should consider ARPG conventions (e.g., clubs, blades, spears)
  • Suggest updating the template to reference weapon types or roles
  • Encourage balance of creative flavor and mechanical design

Endgame Planning

  • Dedicated discussion on what endgame should look like.
  • Topics to include:
    • Defining level caps or completion milestones.
    • Endgame content vs. sandbox freedom.
    • Whether collecting all 9 Divine Essences is the final objective.
    • Alternate ideas for endgame beyond the current essence system.

Pillar Consolidation

  • Goal: finalize core game design pillars in the upcoming meeting
  • Contributors asked to consider:
    • Which pillars overlap?
    • Which can be merged?
    • Which values define the heart of the experience?

Tool Durability

  • Durability is removed entirely from tools, in and out of the Rift.
  • Based on previous community vote.

Rift Access

  • Entry process likened to a Minecraft speedrun.
  • Variability in player experience is high depending on RNG and seed.
  • More testing needed to establish average access time.

Next Actions

  • Next week’s meeting will continue at a similar time
  • Next focus: TBD