Player Objectives & Progression
Act I - Venture to the Wilds
The player is given a set of early tasks to complete while out in the wild. These range from the collection of items to specific tasks such as distracting enemies or even being spotted and killed, all in the name of research
QUESTS - simple gathering of early items or easy tasks such as dying or being spotted
Early on, the Family will have high regard for you, including telling you how great of a success you have been compared to others and how you will likely surpass expectations.
Soon, their desires will increase, such as extracting advanced goods, completing harder tasks, or even disobeying other Family members
QUESTS - Extracting advanced goods, such as batteries or rare materials, or utilizing new gadgets to complete tasks, such as distracting enemies, stunning them, or causing them to fight each other
Thus, failure and disappointment are inevitable, yet only in small amounts, as the act ends on an unstable note, where it seems like the Family could turn on each other.
Act II - Suffer Well, or Suffer Once
Jealousy and aggression are rising. Certain members of the Family are now filled with resentment due to your success or failure. Now they will ask for special tasks to be done while under new challenges, such as the player purposely lacking tools or maybe new environmental hazards
QUESTS - Extract with advanced goods under time limits, or without using gadgets, or in new areas that have no tall grass or little cover.
The Family asking you to backstab others is more of the central theme, although they won't admit it outright.
Current missions will also have insane new “optional” challenges attached, which will be almost impossible to complete, and will damage the reputation the player has with the family
OPTIONAL ITEMS - Perhaps another family member than the one who gave you the quest will ask for gathering 50 scraps in one mission, or perhaps Mother Imperia will ask you to complete a run without being spotted, things that most players will have trouble with on purpose
Mother Imperia finally trust the player to the point of giving them their true missions purpose, to secure a data core containing schematics to build a new AI Chip mega plant
The act will end with Brother Fallero asking you to lie to Mother Imperia, whether the player does or does not, Mother Imperia will take it as the player being ungrateful and a liar, permanently killing them.
Act III - Death is Not Freedom
After dying permanently, the player will wake up in a proculi body pit, having connected to an old broken self, and will crawl around collecting pieces of other broken scavenger bodies of its past lives.
The game will continue, but without a hub and without a proper body, instead always being in different damaged bodies that only have access to some tools. Anytime they die now, they awaken in a new body in a new “run”, and will not be able to return to the hub until they recover themselves enough to go get the data core and bring the schematics to Mother Imperia as they were made to.
Each time they complete a run, they will be given another tool they missed before, as well as any upgrades they needed, allowing them to press onward. Once they finish enough runs, they will be given the option to do a final run to get the data core from the mega plant.
If they complete it and get home to Mother Imperia, the home will be empty and dark, only lit by the light of the scavenger's light, now broken and flickering, and the ominous blue hum of the data core…