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3 posts tagged with "design"

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· 15 min read
Sergii

Thank You To The First Settlers

Before discussing the update itself, I would like to thank everyone who has joined War of Continents during its earliest days.

Whether you completed missions, reported bugs, shared feedback, participated in discussions, or simply continued exploring the world, you have helped shape the direction of the game.

War of Continents is still a young world.

· 5 min read
Sergii

Part of the Foundational Principles of War of Continents series.

Many online games combine progression, spending and power into a single system.

The more you spend, the stronger you become.

The more you progress, the more advantages you gain.

Over time, the distinction between achievement and investment often becomes blurred.

From the earliest design stages of War of Continents, we wanted to take a different approach.

We wanted to separate two fundamentally different concepts:

  • mastery of the world;
  • contribution to the ecosystem.

· 8 min read
Sergii

Part of the Foundational Principles of War of Continents series.

Many online games are built around seasons.

A season usually means a temporary cycle: new rewards, new competition, new content, and often some form of reset. The world moves forward for a while, then the cycle ends, and the next one begins.

War of Continents is built differently.

We do not use Epochs as seasonal resets.

We use Epochs as stages of civilization growth.