THE WORLD REMEMBERS // ARCHITECT_VERSION_PRIMARY
[SYSTEM_FOUNDATION]
DIRECTIVE: INDEPENDENT_DEVELOPMENT

Ruboria is the product of a Dual-Architect Foundation—a husband and wife team building a world from the code up. We operate outside the standard industry loop: No Kickstarter, no fundraising, and zero "Cash Shop" mechanics.

This is a 0% turn-based game. Exploration is handled via Free 3D Movement—just like World of Warcraft or similar titles—giving you total control as you traverse the world. We aren't using fancy screenshots yet because current assets are Developmental Proxies. We don't care that they are "ugly" now; system stability comes first.

CAUSALITY_SIM

Demonstrating world memory: Actions target the environment directly. The grid tracks the state; the world retains the scars.

CORE_GAMEPLAY_PILLARS

REAL-TIME CONTROL

FREE_TRAVERSAL

Zero grid-based movement. You possess full 360-degree control over your character. Traversal is fluid, fast, and 100% real-time exploration.

LATTICE TARGETING

TILE_BASED_ABILITIES

While movement is free, your abilities target the underlying Deterministic Lattice. You don't target enemies directly; you target the ground they stand on.

SYSTEMIC LAW

MINO_PLACEMENTS

Utilize tetrimino-style patterns to alter tile states. Elemental chain reactions (Ignis, Aqua, Civic) are the primary axis of mastery within the combat grid.

WORLD_STRUCTURE

L0: ADVENTURE_LAYER

Primary combat and traversal lattice. Focuses on resource extraction and high-agency interaction with the wilderness using free-roam controls.

L1: CIVIC_LAYER

Social hubs and stability management. Solve Rube-Goldberg desk puzzles, browse the Grey Archives, and calibrate social machinery.

SEAM_FRACTURES

High-stakes anomalies occurring when the Record drifts from the Lattice. Audit these fractures to prevent localized reality disintegration.

CIVIC_TOY_REGISTRY

DESK_BELL_v1.2
A simple mechanism that rewards precision. Ring it cleanly and the world acknowledges your timing.
STABILITY_COG
Interlocking mechanisms that demonstrate cause-and-effect. Some are pure decoration. Some teach systemic relationships.
CHRONICLER_INK
A metronome for the record-keepers. Its rhythm helps calibrate the world's memory systems.
RAT_TRAP_v2
A fast-reset chain toy that's fun to watch and doubles as a low-stakes tutorial for causality.
PRESSURE_PLATE
Step on it, and the system responds. A simple demonstration of input and output in the civic layer.
LEVER_ASSEMBLY
Pull the lever, Kronk. Sometimes the simplest interactions create the most satisfying feedback loops.