Core Gameplay Systems
"Havenfall is built around exploration, knowledge preservation, and high-risk extraction. Progress is measured in information, preparation, and survival—not levels."
"Knowledge is progression. Learning the world's seeds is your real XP."
"Items are temporary. Crafted preparation determines your survival window."
"Death enforcing respect for the world. Survival favorsThose who plan."
The Combat Rhythm (Ticks)
Havenfall operates on a 0.5-second Global Tick. Every action—movement, attack, or ability—is processed on the next available Tick.
Procedural_Movement
Movement is tile-based. Predictable enemy telegraphs occur 2 Ticks before impact, making timing more critical than reflexes.
Combat_is_a_Peak
Combat is a high-alpha event, not the standard loop. Most encounters are designed to be lethal if entered without preparation.
Resource Lifecycle
Finite Harvesting
Resources are physically consumed. Once harvested from a specific fragment, they remain unavailable until a map-wide regeneration event.
Boss Alteration
Bosses spawn once per world instance. Killing a boss permanently alters the map's stability and resources—they do not respawn.
Extraction Protocols (Death Rules)
Risk_Assessment // Personnel_Loss
PvE Termination
"Death by environment, traps, or monsters."
- Immediate return to the Hub
- All carried inventory is DESTROYED
- No recovery unless party members intervene
- Hub-stored assets remain safe
PvP Engagement
"Combat initiated by other survivors."
- The victor may LOOT your entire inventory
- All carried maps and resources are forfeited
- Encourages strategic risk and party coordination
- THERE ARE NO SAFE PvP DEATHS.