The systems of Sunderwyn

A closer look at the world

A world built
to be lived in.

From the first shelter raised by a few travelers to the city that becomes a landmark, Sunderwyn's features are designed to connect personal ambition with a shared world. Make a home, help your community grow, answer the world's call, and decide what your guild is willing to defend.

Explore the features

Planned features / Early developmentThese pages describe the direction we are exploring. Features, terminology, and implementation details may change as Sunderwyn is built and tested.

01

Community & belonging

The Encampment System

A settlement is more than a place on the map. It is a shared project, a place to return to, and a community whose growth players can see.

The Encampment System is the framework for growing player communities across Sunderwyn. Players begin with an outpost and work together toward a larger, more capable settlement. As an encampment develops, it becomes a stronger home base for residents and a more meaningful destination for travelers, traders, and neighboring groups.

Each rank represents a step in that shared journey. The ranks provide a clear sense of scale and progress, from a modest foothold in the wilderness to a major population center. The exact requirements and benefits of each rank are still in development; the progression is intended to make community growth visible and give residents new goals to pursue together.

I

Outpost

A foothold on the frontier: a first gathering place for players who want to establish a presence and begin building together.

II

Village

A small settlement takes shape. Residents can begin to think of the place as a home, with shared spaces and a stronger local identity.

III

Township

A growing community with room for more residents, activity, and specialization as players invest in its future.

IV

City

A substantial center of life and commerce, shaped by the people who live there and the role it plays in the region.

V

Metropolis

The highest planned rank: a defining destination whose scale reflects sustained cooperation and long-term community effort.

Specialize your settlement

Encampments will be able to develop a specialization that gives them a distinct role in the wider world. These choices are meant to make communities valuable to one another and encourage travel, trade, and cooperation between settlements.

A

Research Center

Make knowledge and experimentation the settlement's strength. Research Centers are planned to offer fast travel between other Research Centers and bonuses that improve crafting outcomes.

B

Improved Job Market

Build a hub for work and exchange. An Improved Job Market is planned to increase payouts from mission boards and reduce rates for auction house listings in that encampment.

C

Manufacturing Center

Focus on making and processing goods. Manufacturing Centers are planned to reduce crafting and processing costs, supporting players who turn gathered resources into useful products.

Specialization effects, availability, and progression are still being designed.

Player housing is part of the foundation

Housing is a core part of building an encampment, not a separate decorative system. A personal home gives players a reason to put down roots; a neighborhood of homes helps a settlement feel inhabited and recognizably its own. We want housing to contribute to the sense of ownership and belonging that makes a growing community matter.

We are still working through how housing plots, placement, and rank progression will fit together. The guiding idea is that personal homes and the shared settlement should support one another as an encampment grows.

02

A changing world

Dynamic World Events

The world should give players reasons to look up from their routine, find one another, and respond to what is happening nearby.

Dynamic events will occur across the world and appear on the map, making trouble and opportunity visible to players who might otherwise never cross paths. An event can draw adventurers out of town, turn strangers into temporary allies, and give a group a shared objective to rally around.

Players will be able to arrive, understand what needs doing, and participate in clearing the event's objectives. Success brings the affected area back toward normal. The event is meant to leave a mark on the moment: a stretch of land that needed help, a group that answered, and a world that feels active beyond the player's immediate surroundings.

Events are a natural meeting point for the community. They can help players find groups organically, without requiring every outing to be planned in advance. The exact event types, rewards, timing, and world-state changes remain in development.

✦

See the signal. Find the group. Restore the area.
World events are intended to make cooperation easy to discover and satisfying to complete.

03

Trade & interdependence

A Local, Player-Driven Economy

Where goods are made, where they are listed, and who has the skills to produce them should all matter.

Trade is part of how communities connect. Auction house listings will be local to their encampments, giving each settlement its own market rather than placing every listing into one universal pool. Local markets make location relevant to buying and selling and give encampments another reason to develop a distinct identity.

That local structure also creates room for specialization. An encampment with a strong job market, a manufacturing focus, or a Research Center can contribute to the wider economy in a different way. Players traveling between places can help resources and finished goods move through the world.

Crafting and trade skills have room for specialists

Crafting and trade skills will have limitations so that one character cannot master everything. This keeps meaningful space for different kinds of contributors: the gatherer who knows where materials can be found, the artisan who turns those materials into finished goods, and the trader who connects local supply with local demand.

These limits are intended to make cooperation useful without prescribing a single way to play. Players can choose where to invest their character's expertise, build relationships with other specialists, and rely on the community when they need something beyond their own skill set. The specific skill caps and progression rules are still being worked out.

01 / GATHER

Find and collect the materials that keep production moving.

02 / MAKE

Develop a focused craft and turn resources into useful goods.

03 / EXCHANGE

Bring goods to local markets and trade with the people around you.

04

Land, water & travel

Waterways & the First Release

Water belongs in the world from the start. A full naval combat layer can wait for a future chapter.

Water, swimming, fishing, and boats are included features in Sunderwyn. They help make the world feel complete and create ways for players to interact with its waterways, whether they are crossing a stretch of water, spending time fishing, or traveling by boat.

Advanced naval warfare is not planned for the first release. Large-scale ship combat and its supporting systems deserve enough time and design attention to work well, so that layer is being left for future content drops. Keeping it out of the initial release helps the team focus on delivering the core world and its other interconnected systems without letting scope grow beyond what can be built well.

Water travel and activities are part of the planned game; advanced naval warfare is a later expansion of that foundation.

IN THE FIRST RELEASE

Water, swimming, fishing, and boats.

FUTURE CONTENT

Advanced naval warfare and its deeper combat systems.

05

Risk, rivalry & territory

Open-World PvP

From a one-on-one challenge to a fight over a contested objective, PvP gives players ways to test themselves and struggle for influence in the world.

Sunderwyn's PvP is intended to happen across multiple scales. Players can challenge one another to duels, meet in open-world battles around objectives, and take part in larger conflicts over territory. Encampment sieges bring that conflict to the communities players have helped build, giving attackers and defenders something tangible to fight for.

Open-world objectives create points of friction that draw rival groups together. Players may rally to contest an objective, defend their side, or seize an opportunity when the balance of power shifts. Encampment sieges raise the stakes further by putting a settlement itself at the center of a coordinated conflict.

The world will include distinct zone types so players can choose the kind of risk and activity they want. Some places will always be peaceful, some will always allow open-world conflict, and some will shift between peace and conflict over time. Conflict zones will offer better opportunities for adventurers and gatherers: higher XP rates, a greater chance of finding rarer resources, and more resources harvested from each node.

Death will not cause XP loss. Some loot will drop when a player dies, so defeat can carry a material cost without taking away character experience and progression. The precise rules for what can drop, zone rotations, and PvP objectives will be refined as the systems are developed.

ALWAYS PEACEFUL

Peace Zones

Areas where players can travel, gather, and spend time without open-world PvP. Peace remains in effect in these zones.

ALWAYS IN CONFLICT

Conflict Zones

Areas where open-world PvP is always active. The greater risk comes with higher XP rates, access to rarer resources, and more resources harvested from each node.

ROTATING STATE

Rotating Zones

Areas that rotate between peace and conflict. Their current state can change the character of a familiar route and create new windows of opportunity or danger.

✦

Riskier ground, richer rewards.
Conflict zones reward players willing to enter contested territory with faster experience gains and stronger gathering opportunities.

I

Duel

Choose a direct contest and test your skill against another player.

II

Contest

Battle over open-world objectives and the territory connected to them.

III

Siege

Attack or defend an encampment in a larger organized conflict.

06

Organization & shared progress

Guilds & Guild Wars

Strong guilds give players the structure to prepare together, invest in a shared future, and enter conflicts as an organized force.

Guilds, guild banks, guild progression and bonuses, and guild wars are essential content for Sunderwyn's PvP. These systems give groups ways to coordinate their efforts, invest in a collective identity, and take part in conflicts that reach beyond any one character.

A guild bank gives members a shared place to support group goals. Guild progression and bonuses give a guild a path to develop over time. Guild wars give rival groups a dedicated framework for organized conflict and a reason to prepare, recruit, and build alliances. Together, these systems make PvP a social commitment as much as a series of individual encounters.

The details of guild advancement, war rules, and how guild systems connect to encampment sieges and territory are still under development. Our goal is to make organized conflict consequential while giving guilds a lasting role in the world around them.

I

Contribute

Share resources and effort through guild structures such as a bank.

II

Progress

Grow as an organization and earn guild bonuses over time.

III

Contend

Bring your members into guild wars and compete for a place in the world.

A world made together

Build something
worth returning to.

Encampments, markets, events, and guilds all connect players to places and to one another. This is the foundation we are working toward for Sunderwyn.

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