Really, though, it’s the setting of this shared world that’s most intriguing.
At the heart of the world is the city of Nightingale, the centre of magickal studies.
Human adventurers, known as Realmwalkers, use Fae portals to travel to distant realms.
“We want to confirm that players don’t feel limited,” said Flynn.
Then there’s the magical twist.
The Fae themselves, while not inherently evil, are powerful beings who use humans as their playthings.
The interplay between Fae and humans has plenty of potential, both in narrative and combat.
All typical survival stuff.
The biggest twist - and the game’s unique selling point, beyond the setting - is realm cards.
Players will visit a variety of realms for collect resources, defeat enemies, and find new items.
These are procedurally generated (within a formula) but change dynamically in real time.
With realm cards, players can alter the realms they visit to their benefit.
That might be changing weather conditions, adding an abundance of a particular resource, or balancing combat.
Realm cards can even be combined for novel experiments.
Early access will include friends-only co-op, with six players per realm - though there are plans for expansion.
There’s a story too, with quests given by NPCs to steer players along.
Don’t expectMass Effectlevels of cinematic story though - this is a player-driven emergent narrative experience.
I also had to ask about the name (an excellent choice).
Just one more breadcrumb in this intriguing world.