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IN DEVELOPMENT

The World Remembers You

They raid the wall they remember.

A PvE-focused voxel survival game. Factions don't have strength — they have memory. They attack the weak spot their scout saw, turn back when it's harder than expected, and go home having updated what they know.

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SCOUT → DRIFT → RAID

Memory takes over the job other players used to do.

SCOUT

You are being watched

A faction scout notes your walls' material, the ways in, and what you've stockpiled — as of that moment.

DRIFT

Their memory goes stale

Reinforce, and a gap opens between what they remember and what's true. Logging off does not reset that gap.

RAID

They raid the memory

Factions hit the weakest face they remember, not the weakest face that exists. Too hard and they withdraw — and update. Each failure raises their tactical tier.

You defend by managing memory, not strength.

FIVE PROMISES THAT DON'T BREAK

Not a matter of goodwill — held as a specification.

01 While you're logged off, your base does not break and your stock does not shrink.
02 No unannounced raids. There is always a warning sign before they come in.
03 If the world moved while you were away, what's waiting for you is information — nothing else.
04 Doing nothing while offline is never punished. Sleep through a neighbor's call and nothing sours.
05 The first raid is always survivable if you're home for it.

"I logged in and my base was gone" is not tension, it's unfairness — so it's ruled out structurally. These aren't prose promises: they're verified every build across 40 seeds x 90 days, with zero violations.

THE SHAPE OF A DAY

Every cycle opens with a decision and closes with a peak.

MORNING Decide whether to leave. Read what the enemy remembers, then pick: go out, or hold.
DAY Travel, gather, pull out. How greedy you got comes back to you at night.
EVENING Come home and turn the haul into walls. This is when you build the gap in their memory.
NIGHT Warning signs, then the defense. That's the peak of every day, and then it's morning.
Native PC (Windows) / Built in Rust / Deterministic simulation (same seed, not one character differs)

IN DEVELOPMENT

You may forget.
The world does not.

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