How the game feels massive with a small team. Scale here is not a map
count. It is three things a player can feel: the world is bigger
than me, what we do changes it, and
there is always more. This document owns the Sunline,
strata, the Deep, world state and the density bar. It builds on 01-world.md (the truth, Morrow),
03-systems.md (light, motes,
beacons) and 04-architecture.md (worldd,
channels, world singletons). Terms are in 09-glossary.md.
The truth (00-canon.md) is
that every lantern lit is a step a titan never takes, and fire given
back is a step returned. The Sunline is that ledger for
the whole world: the titans’ net vigor, one server-wide
number that every player’s lighting spends and every banked mote
restores. It is shown on the Long Clock in the Almanac and on a gauge in
every hold.
The loop is the game’s central tension in one number: light keeps you alive and costs the world; every Lampghost put out is what pays for it, and carrying fire home from below pays the best.
| Input | Direction | Rate (initial, published in the Almanac) |
|---|---|---|
| Mote banked (caught in a field, or carried to a Vent, beacon or the way up) | + | 1 per mote, ×1.25 when banked by a party of distinct accounts |
| World boss put out | + | Its motes, banked by the attackers |
| Raid clear, Deep depth, Crossing won | + | Fixed grants by tier (03-systems.md owns values) |
| Lantern lit (new character), relight after going dark | − | Fixed per event |
| Lantern upkeep outside holds | − | Per minute lit |
| Lantern rank-up, beacon lit and held per Bell | − | Fixed per event |
| Hold standing lamps | − | Per hold, per Turning |
| Titans’ age drain | − | Fixed per Turning |
Values are tuned so a healthy world nets slightly positive; 03-systems.md owns the numbers
and must keep the inputs and costs above.
The Sunline’s level sets the world’s Stride for the
next Turning. Strides are evaluated only at the Turning boundary (04-architecture.md §4,
world singletons) and announced on the event bus a day ahead, so the
whole world changes on the same tick. The thresholds (fractions of the
world’s weekly draws, W) and each Stride’s exact effects are in 03-systems.md §7.5.
| Stride | Titan behavior | World access |
|---|---|---|
| Faltering | Shorter strides; Mossback kneels longer and docks less; Greyhorn charges more often (hungry) | Some Tetherline routes close; Heartwarm radius shrinks (motes fly home only right at the Vent) |
| Steady | Published routes as in 01-world.md §5 |
Normal |
| Striding | Longer strides; an extra docking leg per loop | An extra Kneeling per Turning; Heartwarm radius grows |
| Surging | Titans visit a rarely reached dock (Ystra over the Furrows, the Moth Queen over Lowlight) | A sealed stratum or hidden map opens for the Turning |
Strides never take away earned progress and never lock anyone out of
their bound hold (01-world.md
§5.5). They change where the titans go and how easy the world is to
cross that week.
Before Morrow’s birth the sun never moves, whatever the Sunline does. The titans walk better or worse; the sky stays stalled. That keeps the story’s “the sun has not risen in 303 years” true until the finale.
A Dawnmark is the world change at the end of an
Act’s server event (00-canon.md, story state): the
Pale Tenant’s resolution, the Convergence, Morrow’s birth. Acts I–II
ship at launch and III–V as later updates (D1); each opens server-wide
on a published date (D2), so each event happens once per world. After
Morrow, each later season’s Dawnmark also raises the sun one
step: every sky is re-rendered at the new height. A Dawnmark
needs the Act’s event won and the Sunline at or above Steady across the
event’s Turning; a world that misses it retries the next Turning. The
ambient darkness tiers of regions (03-systems.md) do not change
with Dawnmarks or Strides; light-dependent gameplay stays authored per
map.
If worlds are added later, each has its own Sunline, and the gap between worlds is a seasonal leaderboard.
05-art-audio.md signature 1).
From the frontier you can see your hold walking away.Each region has two strata under its surface maps
(names in 02-atlas.md). Strata
are darker, denser and pay more motes per Lampghost, and they are where
the extraction loop lives: the lantern burns, motes ride in it as cargo
and must be carried out, and the best haul is the farthest from home. On
the surface above, the grind stays MapleStory’s.
Art cost. Strata are built from strata
kits (05-art-audio.md): one kit per
region, reused across both strata, ≈ 10 h of curation each, 200 h for 20
strata, inside 05’s art budget. That budget is why strata are two per
region and not more.
04-architecture.md §5.2).
Solo or party, with a weekly shared seed so the world races the same
Deep, plus leaderboards. It is the endless tier, and it is cheap: new
pieces (≈ 0.5 h each, 400 at launch), not new regions. Depth reached
feeds the Sunline.03-systems.md §6.5, §7.2). Each
floor offers trip boons (03-systems.md §7.9) with duos
and cursed boons, and each run rolls 1–3 run modifiers from the week’s
Omens on top of the seed. Leaderboards are per class, party size and
modifier set.World-level state, shared by every channel, owned by worldd:
| State | Who changes it | What persists | When |
|---|---|---|---|
| Sunline and Stride | Everyone | Titan behavior and access for the Turning | Launch |
| Acts and Dawnmarks | Everyone, through Act events | The Pale Tenant, Morrow, sun height | Launch |
| World firsts | First clears, top contributors | Names on landmarks, titles, the Archive | Launch |
| Frontier outposts | Players build them from crafted parts at fixed sites | Stand until a Lampghost surge breaks them; ruins to rebuild | Season 2 |
| Guild Holdings | Guilds | A guild hall at a hold | Season 2 |
| Morrow’s Road | Guilds and players | Housing and shops on Morrow’s back as the calf grows | Expansion |
The Archive in the Almanac records every Act’s outcome, every Dawnmark and every world first, so a player who joins late can read the world they arrived in.
Time scale. Acts open every 4–6 weeks after launch
until Morrow (03-systems.md
§9.1). Seasons of 10–12 weeks bring events and, after Morrow, a new
Dawnmark each. Expansions about once a year add a titan route, a region
band and a cap raise; 01-world.md §9 has the hooks.
04-architecture.md §4). A
spawn window opens several instances in turn, so about three channels’
worth of players fight it across the window.03-systems.md).| Multiplier | What it multiplies | Target |
|---|---|---|
AI art and audio pipeline (05-art-audio.md) |
Asset throughput | One region’s art in about 6 weeks per curator after Art S1 |
| Content as data plus sandboxed scripts | Maps, monsters, quests, skills without engine work | A new monster family or quest line without a code change |
| Light states | Every map plays differently lit and dark | Each map designed for at least two light states |
| Strata kits and Deep pieces | Depth from reused pieces | 2 strata per region; 40 Deep pieces per region |
| Omens | Weekly variety from existing maps | 12 modifiers at launch |
| Lampghost variants by shader | Monster count | Every monster family has a variant |
The creator platform (docs/platform.md) |
Everything, eventually | After launch |
Thin regions are what made the old design look cheap. A region ships only when it has:
02-atlas.md map budget);D1 (07-decisions.md)
ships regions 1–5 at launch and the rest with their Act updates; every
region must meet this bar before it ships.
A shared number that everyone moves is a target for bots, and motes are both a currency of progress and a lever on the world. Defenses, all server-side:
04-architecture.md §9). New
accounts count at a fraction for their first 7 days.For 04-architecture.md, which
absorbs them:
Measured in beta (event names in 10-operations.md):
| Signal | Target |
|---|---|
| Weekly active players who bank motes to the Sunline | 60% |
| Players who see a Stride change in their first 2 weeks | 80% |
| Outdoor maps with a titan visible | 100% |
| Players who find at least one hidden map by level 40 | 50% |
| Players in a town at peak (busiest channel) | 80+ |
| Share of Sunline from flagged or capped accounts | < 5% |