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Boundless is a hardcore sandbox survival & exploration game unlike any you have ever played before.
We have always wanted to develop a complex and unforgiving game that we ourselves would love to play instead of a game that would appeal to the biggest audience. That's where the concept of Boundless was born - a hardcore and complex game that does not follow today's casual design standards.
Our three design guidelines "survive, explore, discover" explain the world of Boundless very well. The player will wake up on a completely unknown and mysterous world and will first have to survive by securing basic needs such as water, food and a warm place to sleep for when the sun sets. The player will be very susceptible to harsh conditions - run around too long in the cold rain and you might catch pneumonia and die. Eat the wrong type of fruit and watch your character vomit his guts out.
After securing basic needs, the player will most likely explore his surroundings, perhaps looking for a better shelter or an easier and more efficient food source. Boundless will also be full of scripted events, mysterious caves, and a civilisation unlike anything you've ever seen before might be just around the corner of an organic, purple tree.
To discover new things is what will set Boundless apart from other games. Discovery will be the basis of the game's progression system. These items will be everything from general utility items that make your life easier to items that grand you seemingly magical powers. Finding the bud of an extremely rare plant that only blossoms on the top of a mountain might grant your character levitation, which will give you the possibility to explore new areas that you could not have reached before, or you might use your powers to float unheard in a village and rob the inhabitants blind.
Boundless will be an extremely realistic game when it comes to survival. On the other hand, the artistic style and theme of the game will be very strange and almost magical, where some animals grow like plants, and some plants breathe and have beating hearts. We want our players to feel like they are the pioneers of a brand new world - a world that is both curious and mysterious, but also harsh and unforgiving.
Realism is probably the most important design and gameplay term in Boundless. However, we want the game to feel mysterious and strange at the same time. We want our players to feel like they are experiencing an entirely new world, and for this to be plausible, the world in Boundless needs to have a logic of it's own. The logic might not be obvious from the start or even important at all for the average player, but it is still there and gives depth, realism and credibility for those that are observant.
The iconic mushroom-trees in Boundless are usually accompanied by red leaf plants since the mushrooms attract water and humidity, and the red leaf plants need a lot of water to grow. When you start seeing red leaf plants growing on other places than just nearby mushroom-trees, it means you're getting closer to a source of water like a river or a lake.
The bearded rock-mushrooms always grow on actual rocks. They are found in higher concentrations when there are more rocks, so if you see more and more of these, it means you're heading towards a mountain or a rocky highland.
The coral growths grow in areas that are both wet and rocky. This means that you'll find these only where mountains and rivers meet. Coral growths are also a meeting place for certain rare animals that like to feed on them during the early mornings...
Seeing these kinds of things and understanding connections between them will make a player's life much easier. This does not mean that every player has to understand the environmental art direction in Boundless, but it will be a very hard game and those that do will have a definite advantage over those that do not.
An explaination of why we don't want a crafting system in Boundless, and a description of what we will use instead.
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