Land Environments and Types

Each Biome will have its own resources type that is individual to that biome. But it also will include other global resources.

Forgotten Lands

Landowners who leave their land bare for more than 1 month will attract the attention of unwanted creatures. These creatures will slowly grow larger in numbers until they have reached the max LAP capacity of the land.

When the land has reached full creature capacity, it will go up for auction to be rented. The highest bidder will need to clear the land before it is usable.

Should the landowner make a request to return, the player will continue to keep their buildings and the default rent until 3 months after the Return Request. The player and landowner will need to come to an agreement on rent costs. Should no agreement be made, the material costs for the buildings will be returned to the player at X% (Where X will be determined by a return rate calculation) and all buildings will be removed from the land that the player built.

If the landowner has unwanted creatures living on their land and no player has attempted to claim the land by removing these creatures. The landowner must first remove the threat before they can build.

Artifacts and Dungeons (Gameplay beyond land)

Biomes can have pre-established artifacts and dungeons which increase their value and excitement. But either an Artifact or Dungeons are very rare.

Artifacts are unique objects in the world that unlock research, skills, materials, or boosters depending on the rarity of the artifact. In addition, by finding certain artifacts around the galaxy you will trigger the โ€œSet effectโ€. This may unlock a second hidden resource such as skill or research.

Artifacts are like towers or stone faces in mountains leftover from previous circles.

They usually require a puzzle to solve or situations to overcome.

Dungeons are instances where players fight various different creatures, overcome traps and puzzles to find unique treasure at the end.

Grasslands

Grasslands are used to cultivate food, mine basic resources like starting ores and trees. It's mostly flat with some hills or mountains. This is the easiest land to acquire and offers the best starting area.

The grasslands can contain any building and are often used to set up basic structures and outputs around the galaxy.

Tropical

Tropical has a higher amount of fruit and wood resources. Similar to the grassland you will have a lot of areas to build, but due to the terrain and wood surrounding the area your ability to build will be less than the grasslands. This land will be a focus for players who want a little more cover for their base and to focus on the resource of wood.

Wetland

Landowners who want to focus on farming as their main resources will consider buying Wetlands. Wetlands are a cross between grasslands and tropical. Due to the high volume of rain, the number of water resources required for farming is reduced but this also leads to an increased time to acquire other resources such as wood, animals, and ore.

Mountain

Mountain terrain has more ore resources, crystals, and better coverage. But as a trade-off, you lose the ability to build as much as the grasslands due to the rocky terrain.

Tundra

In the land of Tundra, landowners can expect a mix between grassland and mountains. You gain the access to ore materials at a reduced rate compared to mountains, you lose the ability to build within the mountains, but you have more landmass to build on.

Desert

The desert offers increased sand and glass resources and mining. Any solar energy increases as well. It also suits races that donโ€™t require much water to survive. One of the hardest places to start in, this land has a lot of hidden dungeons and treasures to be explored.

Lastly, it's the land that has the most surface space to build on.

Savanna

The drylands of the Savanna make it ample breeding grounds for dangerous creatures. These lands are best for players who want to focus on beast breeding or killing the dangerous beast. This area is also known for a specific creature known as the Clublub. Clublub is a giant ant-like creature, which when attacked will call forth its army of ants laying in the ground to help defend. This is one of 4 mighty creatures that roam the savanna.

Ice

Food resource decay slows down here, this area requires a strong resistance to cold, and water is easily accessible. Ice also has a tendency to break, which makes it difficult to move through this land without knowing the terrain. Underwater ancient discoveries are made here or fossil fuel.

Lava (On-Roadmap)

Makes it easier to run forgers and reduces the cost of heat-related energy to run. Lava requires special equipment to build, move or fly here. It is the hardest area to build a base from the passive damage received from the heat.

Under Water (On-Roadmap)

Underwater lands require air bubbles or the ability to breathe underwater. The cost to build increases drastically. Your land size is smaller and maintenance is more. This land has higher chances of having artifacts.

Nuclear (On-Roadmap)

Nuclear lands are wastelands leftover from destructive wars during a previous circle. On these lands, you can acquire rare creatures, resources. and items. They have the highest chance to have a dungeon. Nuclear land offers the cheapest nuclear weapons and resources but requires you to clean contaminated areas before you can use that space.

Technology (On-Roadmap)

Technological land starts with existing base setups. They donโ€™t have any natural resources but are the best place to build a base quickly as everything is flat and mostly already pre-established.

Darkness (On-Roadmap)

Darkness is the second hardest land to acquire. It is the hardest to build on. Darkness has the same properties as the grasslands, with unique creatures and resources that are only found in the dark land. What makes darkness special is the land is completely dark. It requires lights that can only be built in the dark lands.

Time (On-Roadmap)

Time zones exist outside the realm of players. Players who own this land will have the highest and most unique land possible. It only has a select few buildings available. You can not access a time land unless you have permission from the owner. Time Land can not send any resource from this land to another unless both lands are owned by the same person.

Time zones can be earned in-game or found through NFT's.

The limit of Time Zones in the game depends on the number of new players joining. Every time a specific amount of new players join it will create an event where players can earn their own time zone.

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