Core pillars
Persistent war
Territory ownership changes the visible world, regional access, guards, routes, vendors, bonuses, and strategic possibilities.
Complete PvE world
Players can build meaningful characters through quests, exploration, dungeons, world events, loot, crafting, and bosses.
Readable action combat
Top-down combat prioritizes strong silhouettes, clear telegraphs, responsive abilities, and roles that remain legible in large fights.
Social ownership
Factions provide identity; guilds provide belonging, holdings, coordination, and long-term recognition.
World structure
The main game is a large connected open world—not a collection of MOBA matches. Smaller battlegrounds may exist later as side activities.
Regional content
- Capital cities and protected homelands
- Borderlands with mixed PvE and faction conflict
- Capturable outposts, keeps, mines, watchtowers, ports, and villages
- Dungeons, caves, hidden ruins, and group encounters
- Resource sites, crafting routes, caravans, and trade infrastructure
- Public events, rare enemies, invasions, and world bosses
Canonical factions

Ember Crown
Order. Fire. Conquest.Imperial, disciplined, armored, siege-focused. Crimson, ember orange, burnished gold, and blackened steel.

Wildbound
Nature. Spirit. Endurance.Primal, spiritual, agile, resilient. Forest green, moss, teal, bark, bone, vines, and living wood.

The Veil
Arcane. Shadow. Precision.Elegant, mysterious, controlled, dangerous. Violet, indigo, midnight blue, silver, obsidian, and crystal.
The three faction emblems are locked canonical assets. Their shapes must be reused exactly unless an explicit redesign is approved.
Starter class concepts
Spear-and-shield space control. Shield Rush, Iron Guard, Groundbreaker, Unbroken.
Bow attacks, quick volley, traps, evasive movement, and spirit-infused mobility.
Arcane bolts, Void Lance, Moonfire Volley, Phase Step, and battlefield manipulation.
Character creation rule
Class defines gameplay. Every core class is planned to support male and female characters, additional faces, hair, skin tones, voice sets, armor appearances, and faction-themed cosmetics.
Faction warfare
- Persistent regional ownership rather than disposable match results
- Capture outposts, watchtowers, mines, keeps, castles, ports, and strategic roads
- Supply caravans, scouting, siege preparation, patrols, defense waves, and scheduled siege windows
- NPC soldiers appear as guards, patrols, reinforcements, caravans, and siege forces—not endless MOBA minion lanes
- Regional ownership changes banners, guards, vendors, quests, safety, resource access, travel, and dungeon opportunities
- Seasonal campaigns crown winning factions and guilds without deleting permanent character identity
PvE and open-world content
World creatures
Wildlife, monsters, bandits, cultists, corrupted beings, undead, roaming packs, and hostile camps.
Elite encounters
Named rares, champions, camp leaders, and roaming threats with meaningful loot.
Public events
World bosses, invasions, defenses, caravans, and evolving regional encounters.
Instanced challenges
Dungeons and coordinated group encounters with defined roles, mechanics, and progression rewards.
Guilds and holdings
Guilds are planned to claim or develop holdings within faction-controlled territory. Features include halls, crafting stations, banners, trophy rooms, settlement upgrades, scheduled siege protection, regional rankings, and seasonal recognition.
Progression systems
- Character levels, XP, gold, quests, and saved progression
- Weapons, shields, head, chest, boots, rings, rarity, stats, and item comparisons
- Loot from creatures, elites, quests, dungeons, world bosses, and faction activity
- Gathering, crafting, vendors, economy, and class specialization planned for expansion
- Cosmetic identity, mounts, pets, emotes, guild banners, and settlement decoration
Monetization rules
REALMFRONT should not sell combat power.
- No purchased stat advantages or stronger equipment
- Cosmetic character skins, weapon appearances, ability VFX, mounts, pets, emotes, guild banners, and settlement decorations
- Seasonal passes focused on cosmetics and optional progression tracks
- Founder support may grant cosmetics and recognition, not power
Systems currently built
Development sequence
- Vanguard polishFinal equipment alignment, attack and ability animations, VFX, ability icons, faction-colored UI.
- First open-world regionExpanded Borderlands, settlement, wilderness paths, caves, resources, faction outposts, quest hubs, map, and minimap.
- Ranger and ArcanistProduction models, full ability kits, class selection, and party-role testing.
- Networking testReal players, parties, authoritative combat, shared objectives, and basic persistence.
- Guild and campaign foundationGuild identity, rankings, holdings, regional warfare, and seasonal campaign structure.
Locked visual decisions
- Faction emblems are canonical and must not be regenerated or reshaped.
- Starter references: male Ember Crown Vanguard, female Wildbound Ranger, female Veil Arcanist.
- Visual direction: stylized top-down fantasy, readable like Albion, richer adventure atmosphere inspired by Fellowship.
- World tone: ancient, embattled, heroic, mystical, strategic, and lived-in—not anime, pixel art, muddy realism, or cheap mobile fantasy.
- Current production priority is the actual game. No additional concept-image generation unless explicitly requested.