Switch on voice narration and the story is read aloud as it unfolds, with distinct voices for the characters you meet. Available on paid plans, and off until you turn it on in your settings.
Characters remember you. Help them, deceive them or let them down, and their standing with you shifts, changing what they will tell you, how they treat you and what they will do for you.
When an action could go either way, a Forge Roll decides it. Your attributes and skills shape the odds, and each result lands on a scale from critical failure to critical success, so outcomes are earned rather than granted.
Choose how the story reaches you. Novel Mode gives you each turn as a single passage of prose; Immersive Mode paces it out beat by beat alongside the scene's imagery. You can switch between them at any time.
Each place carries its own ambient sound: the murmur of a market, wind over a ridge, a room that is far too quiet. As you travel, the audio crossfades to wherever you arrive, so the world is heard as well as read. You can mute it at any time from the location panel.
Experiences: Bellstone, Duskmile, Made for You, Marrowgate, New in Newfield, Nightcap, Remand, The Academy Above & Below, The Door That Takes You Twice, The Future Requires Maintenance, The Prime Drift
The people you meet are not frozen in a single picture. Their portraits follow the story: an injury shows after a fight, their expression tracks the mood of the scene, and how they look at you shifts as your standing with them changes. What you see is the state they are in right now.
Experiences: Duskmile, Made for You, Marrowgate, The Academy Above & Below, The Future Requires Maintenance, The Holloway
Some places are crossroads. A lift, a transit console or a station gathers several routes into one stop: choose it and pick your destination from the list, rather than walking each path in turn.
Experiences: The Holloway, The Prime Drift
Some characters will join you. Once they are in your party they travel at your side and take part in what happens. You can ask them to wait somewhere, follow you again or part ways, and pass items back and forth.
Experiences: Duskmile, Made for You, Marrowgate, Remand, The Academy Above & Below, The Door That Takes You Twice, The Future Requires Maintenance, The Holloway, The Prime Drift
Some experiences offer a second way in. Instead of an ordinary person, you create a being of a higher order, with its own creator, its own abilities and a very different place in the world.
Experiences: Remand, The Door That Takes You Twice
History, rumours and the secrets people trust you with are recorded in your Lore journal as you discover them, so everything you have uncovered is always there to look back on.
Experiences: Bellstone
Not everyone follows you on first meeting. Some characters only join your party once you have taken on the right story with them, so a companion is something you earn rather than something you ask for.
Experiences: Marrowgate
Before the story starts you build the companions who share it with you: their name, look, personality and background. They arrive as full characters with memories and opinions of their own, and they are there from the first scene.
Experiences: Made for You
Certain abilities let you step inside someone else. While you possess a character you act with their body, their strengths and their skills, until you choose to let them go.
Experiences: The Academy Above & Below, The Holloway
Beyond ordinary equipment, your body has sockets for augmentations. What you install there adds to what you can do, and some pieces can only be fitted or removed at the right place, or through the story.
Experiences: The Future Requires Maintenance
When words run out, fights play out turn by turn. Initiative decides who acts first, Forge Rolls decide how well each move lands, injuries carry forward, and defeat has consequences.
Experiences: Last Stop, The Holloway, Titan Sector
Some characters can take another shape. A transformation changes how you look and what you are capable of while it lasts, and you return to yourself when it ends.
Experiences: The Holloway
An Infinite World opens like any experience does: a crafted setting with its own places, people and history. The difference is that you are not held to where it starts. Head somewhere the map does not show yet and the world grows to meet you, with new locations, characters and quests shaped by what is already there and by what you have done. The world keeps changing with your choices and the paths you take.
No experiences yet.
Trade becomes part of play. Buy from merchants, sell what you no longer need, or barter goods and favours when coin runs short. You and the people you meet carry money of your own, so it can be earned, found, or taken off someone who has it. Every experience can have its own currency, from gold crowns to ration chits to credits.
No experiences yet.
Time passes as you play, and each experience can have its own clock. A story on Earth runs 24-hour days and 30-day months; an alien planet might turn in six hours. The world and its people respond to the hour: streets empty after dark, and some doors, deals and discoveries only open, or close, at certain times of day.
No experiences yet.
The people of a world live lives of their own, on routines of their own: at work through the day, at the pub in the evening, at home at night. Where you find someone depends on when you go looking, and learning their habits is part of finding them.
No experiences yet.