Dustgrave's changing world: how the settlements system works

Dustgrave: A Sandbox RPG

Embark on an epic journey, enjoying complete freedom in a dynamic sandbox RPG. The world and its inhabitants will witness your deeds and react accordingly, adapting the narrative to your choices and delivering a truly unique and free experience.

In today’s Dev Diary we will share some details on [b]how the world changes in Dustgrave[/b], depending on both the player’s actions and the objectives of the many competing factions. [previewyoutube=uY0BWhCosts;full][/previewyoutube] The biggest advantage of having a sandbox structure is not having a fixed plot that shapes the world around the player. Player’s can [b]enjoy Dustgrave’s world at their own pace[/b] and choosing their own path. We don’t need immortal characters or forced choices to keep the narrative intact, because the systems we developed will always be able to generate quests, choices, and storylines for the player. Provided at least a dozen people are still alive in the world! The more we worked on Dustgrave, the more ideas we got to expand the potential of dynamic narrative. We wanted to [b]turn classic fantasy narrative tropes fantasy into dynamic systems[/b], allowing players to enjoy certain experiences without constraints (like conquering a fortress or liberating a village full of undead). [img]{STEAM_CLAN_IMAGE}/44325465/b3a967594ca639cacc8728530b5fe9a91112ae34.png[/img] At first, we focused on simple systems, like [b]changing the wealth of a character after the player stole valuables[/b] from them. Depending on the severity of the theft, the poor character may only need to sell some of their possessions to feed their family, or even lose their home and become forced to live in a tent. After a while, we started designing more advanced systems, capable of dealing with world-changing events. [b]What if entire settlements get destroyed by raiding bandits or undead creatures?[/b] What if factions with political power can engage in a war and conquer settlements belonging to their enemies? We wanted players to experience dramatic events and play a key role in their development. [img]{STEAM_CLAN_IMAGE}/44325465/dc7c91ee9be3fdf3da79236df5b15041fa289ca2.png[/img] That’s why, in Dustgrave, [b]settlements and locations are dynamic entities[/b]. They can be conquered by a different faction, see their population decimated, get destroyed and rebuilt, acquire new citizens, or host travellers sleeping in the local inn or camping in the vicinity. The ruined settlement you will find travelling around the world map won’t just provide you with a challenging fight and some loot, but someday you may protect some settlers trying to rebuild it. Or perhaps you will come back again after some months and find people living in it. [b]And they may have a job for you.[/b] In a similar fashion, if you’ll want to climb the ranks of a political faction, you will eventually be involved in some good old-fashioned war of conquest. [b]After all, there is an ongoing civil war! [/b]Instead of dealing with bandits and heretics, you focus on sabotage and espionage. And if you are tired of doing simple quests or minor errands, you will also be able to directly enter a settlement and decimate all soldiers. Or get beaten to death for trying. [img]{STEAM_CLAN_IMAGE}/44325465/ac7aca28c197ad9d135dca94c928c57f796dffde.png[/img] As can be seen in the images and videos in this Dev Diary, the same settlement can either be flourishing and contributing to the region’s economy (well, they are chopping trees so it’s probably a minor contribution) or be in ruins and full of Infested walking around. [b]Having dynamic settlements is a powerful tool to make the world alive and interesting[/b], and works well with other existing mechanics. And yes, we named Dustgrave’s zombies “Infested” in a desperate attempt of being original. https://store.steampowered.com/app/2393370/Dustgrave_A_Sandbox_RPG/