Design philosophy

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Escaping Eden is a:

  • meritocratic (classless, skill-centric)
  • open-world
  • real-time (with a relative tick-rate per-entity)
  • interconnected
  • living

experience. We're aiming to have something that you can play that you can:

  • improve at,
  • feel real stakes for (via permadeath and world history),
  • that exists on its own from the player.

Each NPC, monster, plant(?) has its own complete life, as much as your character has yours (except you control it).

Your goal is to make your own dent on this omnipresent world in your own unique way.