As you journey through your own unique world of Environ, you’ll primarily be splitting your time between exterior landscapes, building interiors, and underground caverns. Not only that, but you’ll be traversing shards of nine different time periods, ranging from the prehistoric, to medieval, to modern, to far-future. Each has a very different feel, often different enemies, and often unique rewards.
While the game is in beta, of course, the all of the full content from all these areas of the game is not remotely yet in place. However, that said:
- You can visit all nine of the time periods already.
- There are at least four different character models for NPCs in each of the seven human-inhabited time periods.
- There are already a number of unique bits specific to each time period’s shards.
Enough enumeration — a lot of the fun of a game like this comes from simply exploring it and seeing what cool things you can find. So we won’t provide an exhaustive spoiler-laden list here, or attempt to show everything. Suffice it to say, we’ve had some alpha testers that put more than two dozen hours into the game, and they didn’t even see everything that the game contained at that stage of alpha. Right from the start of beta, this is a respectably varied world, and it’s only going to get more vast as beta continues.
Here’s a few specific snapshots to give you an idea of what you might encounter on your journey. All of these are full-resolution (no downscaling, no JPEG or video compression, etc), just cropped down to make them fit in to 600px wide:
As you gain civ levels, you’ll actually start running into the even-more-deadly red amoebas, so watch out! This is also a relatively close-to-the-surface underground dungeon; as you delve further underground, the number of wooden platforms decreases, the monsters become tougher, and eventually you’ll find yourself in a heated lava climate.
This character is exploring next to a pyramid in a region far above his civ level of 6. As such, the lightning esper bolt that you see piercing him has brought his health to zero — but since he was carrying healing items with him, one of them was auto-applied to save him from death. The recharge time when a healing item is auto-applied is extra long, though, so he won’t be able to heal himself again (automatically or otherwise) for another 20 seconds. If the esper (or another monster) lands another killing blow within that span of time, the character will be permanently dead and the player will have to choose another to continue with. Those spear-skulls the character is jumping over are monster spawners, incidentally.