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Lore: Anomalies (Shrines), Ability Guild, RuneGem Guild, Essence Guild, Hubworld

July 13, 2025

  • @Sp3cialK
  • @WarrenGore
  • @galactic_15
  • @Cjzech
  • @jyutta
  • @rmzing
  • @rachaelrose1212
  • @revatile
  • @kiarajclyn410

Anomaly Concepts

  • Aiming to prepare for an upcoming vote on the simplest concept suitable for an MVP.
  • Discussion emphasized merging similar ideas into a unified concept:
    • Fragments of other dimensions consumed by the rift.
    • Dimensions trying to stitch themselves into the rift to open gateways.
    • Pieces of other worlds partially embedded in the rift.
    • Rifts that bleed alternate themes.
  • Effects of interacting with anomalies could include:
    • Closing a rift before it stabilizes might release energy granting a buff.
    • Cutting threads may cause them to disintegrate, covering the player in rift energy.
    • Disrupting fragmented realities could unleash displaced energy affecting the player.
  • Agreed to initially keep anomalies simple for the MVP, leaving more complex events (like mini-events with trapped shrines or enemy spawns) for later development.
  • Suggested canonizing anomalies broadly as “anything inside a Rift that seems out of place and can be interacted with,” keeping the category open for future additions.

Lore and Design Process for Anomalies

  • A summary incorporating these concepts will be drafted and posted in Lore topics for review.
  • Planned to finalize the concept in the Wednesday meeting if no major objections arise.
  • Once approved, it will move to Lore Review for grammar and editorial checks.

Hub World and Sages

  • Progress noted on the Hub World, which is moving forward to a vote.
  • Sages content is deprioritized; suggested to leave unassigned and tag as backlog since it may not be foundational.

Story Voting Improvements

  • Proposed refining Discord voting to allow multiple selections, merging top choices to better represent collective preferences.
  • Seen as a way to avoid anyone feeling excluded and to produce a more realistic read on favored options.

Rifts in Lore

  • Discussed refining the lore definition of Rifts.
  • Left intentionally broad to encourage player interpretation while still providing a narrative base.

Game Design

Project Identity

  • Raised concern that lacking a clear identity is causing scattered priorities, advocating for a sharper focus like a curated menu—“everything games lose definition and don’t do anything well.”

Scheduling Next Design Discussion

  • The Essence system will be put on hold until a dedicated game design meeting clarifies structure and purpose.
  • Next meeting is tentatively scheduled for Thursday, focusing specifically on the Essence system.

ARPG vs. Farming Pack Direction

  • Suggested leaning more toward an ARPG-style pack rather than a heavily farming- or factory-focused experience.
  • Recognized original intent as a spiritual successor to Vault Hunters with factory elements, but stressed caution against extensive production lines.

Lore, Gameplay & Inter-team Alignment

  • Expressed importance of having lore, art, and gameplay development aligned from the start to enable other teams to work efficiently.
  • Example: if the Hub World vote passes, having supporting story and lore prepared so build and art teams can immediately begin.

Guild Discussions

Guild Submissions & Concepts

  • Combining concepts from multiple contributors into three primary guilds intended for 0.2.0:

    • Gem Guild:
    • Ability Guild:
    • Essence Guild:
  • Current approach is to move all three guild concepts to Lore Review, with a vote to determine which becomes the Ability Creation and Enhancement Guild. Remaining ideas would still be documented for potential future use.

Essence Guild Considerations

  • Noted Essence Guild has received little feedback and questioned if it should exist as a guild or if its core purpose should be redefined.
  • Guild should clearly tie into gameplay systems:
    • Essence Guild: overseeing essence, Rift Key Forge, and thematic objectives around essence.

Alternate Concepts

  • Suggested exploring a “sciency” angle for the Essence Guild, with a plan to wrap this up for a vote by next Sunday.

Rune Gems & Gem Guild

  • Desire to build out the Gem Guild more robustly, moving away from heavy dependence on Greebles.
  • Discussed past concept of Gem Garners involving Greebles receiving rune gems, evolving toward new directions.

Greebles and Rebalancing

  • Debated how Greebles have been stretched into too many roles, recommending:
    • Removing their function as loot goblins and wandering traders.
    • Considering them instead as neutral creatures drawn to rune gems, helping players locate geodes in rifts.
  • Proposed making new species for different functions (e.g., crow aristocrats, rock or mole species for guild purposes).

Greeble Biology & Lore

  • Ideas include:
    • Greebles constructing woven silk shells that, if broken, cause their death.
    • Possibly collected like shepherding livestock, harvesting shells after they pass on.

Hub World Revisited

  • Multiple Hub World proposals exist (city with shops, floating islands, living forests with info-traveling trees).
  • Plan is to consolidate common elements and finalize a coherent concept.
  • A final call for additional submissions will be posted with a 48-hour window to close remaining gaps.

Additional Ideas & Light Topics

  • Explored quirky concept of a species appearing as extremely old from birth: women like hags, men as bearded wizards.

Closing Points

  • Meeting wrapped with an aim to have notes written and posted within 24 hours.
  • Next meeting to continue Wednesday.