Eldren

Design document

Game Design

Eldren is being designed as a persistent sandbox game that supports both short check-ins and longer active sessions. The game should provide meaningful choices without forcing every player through the same progression path.

Design at a glance

Short check-ins and longer sessions

Classless, skill-based characters

A city built around a massive dungeon

A player-driven economy

Open and risky PvP

Core gameplay loop

Five Minutes or Five Hours

A short visit and a long session should both feel worthwhile. Short visits keep a character developing, while longer sessions open up bigger activities.

A few minutes

A short visit

Train skills

Spend Stamina and Mana

Use food or potions

Manage cooldowns

Check the market

Review recent social activity

More time

A longer session

Exploring the dungeon

Fighting monsters

Gathering resources

Crafting equipment

Trading

Participating in PvP

Working toward larger personal goals

Classless character development

Skills, Not Classes

Characters will not be locked into rigid classes. Instead, players will develop individual skills related to combat, magic, gathering, and crafting. These are the planned skills.

Combat

Swordsmanship

Archery

Other weapon skills

Magic

Fire

Water

Earth

Air

Light

Dark

Gathering

Mining

Lumberjacking

Fishing

Hunting

Herbalism

Gardening

Crafting

Blacksmithing

Other equipment crafts

Alchemy and Cooking

Enchanting

Players will be able to combine skills in different ways, but limited Stamina, Mana, skill points, time, and other resources will encourage specialization. Example builds and the factors that should decide a fight are discussed in Skills, Magic, and Combat in Eldren.

A character may learn many things, but becoming exceptional in every area should require serious long-term investment.

The world of Eldren

A City Above a Dungeon

The game will center on the city of Eldren and the massive dungeon beneath or beside it.

Planned city districts

Market

Adventurers' District

Crafting District

Slums

Noble District

Dungeon Gate

The dungeon will contain increasingly dangerous floors with different enemies, resources, rules, and rewards. Players inside may face threats from both monsters and other players. Dungeon progression will be important, but it will not be mandatory for every profession or playstyle. The design questions behind it are explored in Beneath the City: Designing Eldren's Dungeon.

Illustrated concept map of the fantasy city of Eldren, with labelled districts around a central keep and dungeon gate.

Concept art: creatures that may appear in the dungeon

Concept art of a purple-scaled dragon with gold-tipped wings.

Dragon

Concept art of a hooded goblin carrying a lantern and a jagged blade.

Goblin

Concept art of an armored skeleton warrior with a glowing purple sword and shield.

Skeleton Warrior

Resources and limitations

Choices That Cost Something

Several resources will control how frequently characters can perform major actions. These may include:

These systems are meant to encourage planning rather than simply prevent play. Players should regularly decide whether to train, gather, fight, craft, travel, or save resources for another opportunity.

Stamina

Mana

Health

Hunger

Consumable cooldowns

Travel time

Injuries

Daily limits

Items, quality, and crafting

Quality Over Quantity

I

Quality varies

Materials and equipment will have varying levels of quality. A high-quality common material may sometimes be more useful than a poor example of a supposedly superior material.

II

Crafting and salvage

Crafting skill, material quality, recipes, bonuses, and other factors may influence the final quality of an item. Unwanted equipment may also be salvaged for a portion of its original materials.

III

Legendary rarity

Powerful legendary equipment will be genuinely rare. The intention is for the best items to remain notable for years instead of becoming routine rewards that are quickly replaced.

Economy and player interaction

A World Shaped by Its Players

A player-driven economy

Eldren will support an economy built around gathering, crafting, trade, scarcity, and specialization. Players should be able to pursue careers as merchants or crafters instead of treating every noncombat system as a side activity.

NPC shops and independent crafting will provide basic access to necessary items, but the most valuable opportunities should emerge from player activity.

Open and risky PvP

PvP is currently planned as an open and risky part of the world. Location, crime systems, injuries, and other consequences may affect where and how players can attack one another.

Visual direction

Dark Fantasy, Plainly Readable

Early versions of Eldren will be driven mostly by text and interface elements, supported by pixel-art flavor images. Additional maps, environmental artwork, character images, and simple animations may be introduced as development continues.

The style combines dark fantasy backgrounds, violet magical accents, antique gold details, and readable modern interface text. The swatches here are the colors this website already uses, and the thinking behind them is described in Building the Visual Identity of Eldren.

Dark fantasy backgrounds

#100E17

Violet magical accents

#5D3EF9

Antique gold details

#D4AF5F

Readable interface text

#DDD7E8

Fondamento for titles

Source Sans 3 for body text and interface labels, chosen for clear reading at small sizes.

What comes next

See the Plan Behind the Design

Follow the project's phases on the roadmap, or read more about the ideas behind Eldren.