Project summary
A first-person fantasy MMORPG with a huge open world, with the progression and loop of World of Warcraft (zones, quests, dungeons, groups, professions), the combat and loot of Diablo (mass enemies, items with affixes, builds) and a player economy with professions, shops, houses and mounts. NFTs and the token exist only for cosmetics and deeds (never combat power); what the player can receive from them is a small, variable extra, never income or a job. Gameplay comes first. The aesthetic starts from the two references provided (blue-moon nights, amber lantern and window light, half-timbered medieval villages and villages suspended in giant trees), but the world has all times of day: late night, dawn, day, dusk and night, with weather and events that change what happens in each.
Launch: by chapters; the official launch opens Chapter 1, the Realm of Lumen (docs/25). Wings and flight only in Chapter 6 (docs/36). Casinos on hold.
Status: planning only. There is no code, no definitively chosen engine and no original assets. This repository holds the decisions, the extraction of the references and the plan.
Documents
| Document | What it contains |
|---|---|
docs/00-decisoes.md |
Project owner decisions (platform, monetization, PvP, VR, token, audit of 10/26/2026) |
docs/02-direcao-de-arte.md |
Extracted palette, light, materials, vegetation, architecture, characters, style rules |
docs/03-design-do-jogo.md |
Pillars, loop, classes, first-person combat, loot, world, social |
docs/04-mundo.md |
Scale, regions, biomes, day/night cycle, the two starting zones |
docs/05-tecnologia.md |
Engine, MMO server, open-world streaming, network, costs |
docs/06-roteiro.md |
Phases, from the vertical slice prototype to the alpha, with exit criteria |
docs/07-riscos-e-perguntas.md |
Risks, open decisions and what needs an answer from the project owner |
docs/08-economia-e-blockchain.md |
Player economy, NFT and crypto: two tiers, power rule, currency of each market, sinks, anti-abuse, custody, minors and distribution |
docs/09-profissoes-lojas-moradia.md |
Gathering, crafting and service professions; player shops; houses and land; orders |
docs/10-montarias-viagem-edificios.md |
Mounts and breeding, travel, all enterable buildings, long-term scale |
docs/11-o-que-falta-definir.md |
List of systems: what is already covered (with pointers to 26–36) and what is still open |
docs/12-pipeline-de-arte.md |
Modeling by the agent in Blender via MCP: what it can and cannot do, license rules and budget |
docs/13-pvp.md |
PvP at launch: where, what is lost, protections, PvP in VR |
docs/14-tokenomics.md |
Tokenomics and economy: gold × token × NFT, supply and distribution, uses, sinks, buyback fund, full release x burn |
docs/15-terrenos.md |
Land: types, occupation auctions, Harberger tax, production, rental, pre-sale |
docs/16-requisitos-whitepaper.md |
What the whitepaper must contain (MiCA structure), preconditions and order |
docs/17-combate.md |
Combat: attributes, physical actions, weapons and styles, skills, enemies, items, death |
docs/18-magia.md |
Magic: five sources, composition source + form + modifier, gestures on PC and in VR, interactions, risks |
docs/19-clas-e-aliancas.md |
Clans, alliances, territories, diplomacy |
docs/20-mapa-do-mundo.md |
World map v1: 40 × 28 km in four layers (sky, surface, sea, underground), 18 regions with their own mechanic, 11 rivers, 10 lakes, 8 waterfalls, 9 paradise landscapes, unique cities, 18 dungeons, 4 raids, lessons from other MMOs |
docs/21-estetica-e-paraisos.md |
Nostalgic aesthetics, fireflies and night lights, 17 paradises that change with season and time of day |
docs/22-alquimia-e-combinacoes.md |
Alchemy and free combinations: essences, processes, result rules, discovery, ingredients from everything |
docs/23-pk-minijogos-cassinos.md |
PK with karma and cursor, how to clear your name, bounty hunters, minigames, casinos (on hold) |
docs/24-liberdade.md |
"Doing almost everything": player cities and laws, contracts and player content, social life, crime without losing NFTs, 5 launch pillars |
docs/25-lancamento-por-capitulos.md |
Launch by chapters: one realm at official launch, the other lands and their plots arrive in updates |
docs/26-personagem-e-progressao.md |
Races, character creation, attributes, levels per chapter, talents, death and respec |
docs/27-historia-e-faccoes.md |
Lore, Chapter 1 story and hooks for the following ones, factions and reputation, quest structure |
docs/28-bestiario-e-npcs.md |
36 creatures of Chapter 1 and highlights of the following ones; NPCs, routines, affinity and dialogue |
docs/29-conteudo-capitulo-1.md |
Dungeons, world bosses, events, festival, Mina Velha (Old Mine) schedule, the first 10 hours |
docs/30-itens-e-habilidades.md |
Rarities, 34 affixes, tiers per chapter, sets, weapons, durability, 32 skills |
docs/31-interacao-vr-e-interface.md |
PC × VR interactions, diegetic interface, minimal HUD, accessibility, comfort menu |
docs/32-social-e-pvp-organizado.md |
Chat, proximity voice, groups and finder, arenas, war schedule, anti-toxicity |
docs/33-economia-em-numeros.md |
Gold per hour, prices, fees, taxes, caps; gold simulation in modelos/economia.py |
docs/34-operacao-e-seguranca.md |
Moderation, support, anti-cheat, anti-bot, incidents, LGPD, server cost, questions for the lawyer |
docs/35-prova-de-conceito.md |
Zero-cost proof of concept plan: scope, tools, free assets, GPU budget, 20 weeks |
docs/36-asas.md |
Wings: an extremely rare item earned in the Feather Journey (bound to the character, never sold), growing from gliding to flying; full flight only in Chapter 6; limits, VR and cosmetics |
modelos/tokenomics.py |
Model that generates the numbers in 14 and 15 (output in modelos/tokenomics-saida.md) |
modelos/economia.py |
Gold simulation from 33 (output in modelos/economia-saida.md) |
modelos/mapa_v1.py, modelos/mapa.py, modelos/camadas.py |
Generate the images of the map and the four layers in 20 (mapa.py is the v0 version) |