Scale

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.

1. The Sunline: the titans’ shared vigor

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 extraction loop

  1. Draw. Lighting spends titan vigor: every lantern lit, every minute a lantern stays lit outside a hold, every relight after going dark, every lantern rank-up, every beacon lit or held, and each hold’s standing lamps.
  2. Go out. Players put out Lampghosts. In the fields the motes bank the moment a lantern catches them; each banked mote returns vigor.
  3. Go down and carry home. In the strata and the Deep motes cling to the lantern as cargo and must be banked at a titan’s Vent, a beacon or the way up. Motes lost when a carrier goes dark scatter for anyone to pick up.
  4. Net. At each Turning boundary worldd closes the week: vigor + returns − draws − the titans’ age drain (a fixed weekly decline, so a world that stops playing slides).

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.

Strides: thresholds that change the world

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.

The sun moves only after Morrow

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.

Dawnmarks come with the Acts

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.

One world at launch

If worlds are added later, each has its own Sunline, and the gap between worlds is a seasonal leaderboard.

2. Titans are geography, and they are huge

3. Strata: every region goes down

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.

4. The Deep and Omens

5. A world that remembers

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.

6. Discovery

7. Social scale

8. Content multipliers

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

9. Density over breadth at launch

Thin regions are what made the old design look cheap. A region ships only when it has:

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.

10. Farming and bots

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:

11. Architecture implications

For 04-architecture.md, which absorbs them:

12. How we know it feels massive

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%