nu-Eden: Sundered Skies
//Gameplay
The core systems of nu-Eden: Sundered Skies — a third-person parkour action RPG where movement is combat, combat is movement, and everything between is a choice with consequences.
▸Core Loop
The gameplay loop operates at three scales:
| Scale | Duration | Scope |
|---|---|---|
| Micro | 30s – 2 min | Individual combat encounters |
| Meso | 10 – 30 min | Mission sequences and story beats |
| Macro | 5 – 15 hrs | Story arcs and faction campaigns |
Each cycle follows the same rhythm:
- ▪Explore — traverse nu-Eden's vertical environments, discover hidden locations, gather intel
- ▪Engage — combat encounters, missions, environmental challenges
- ▪Evolve — upgrade characters, modify equipment, unlock abilities
- ▪Reflect — narrative decisions that influence faction relationships and world state
- ▪Repeat — return to previous areas with new capabilities, unlocking previously inaccessible content
No busywork. Every activity serves narrative, mechanical, or exploratory purpose.
▸Parkour System
Movement is the foundation. nu-Eden is a vertical city — Cloud, Stack, Heap, Interstice — and getting around it is half the game.
Core Movement
| Action | Mechanic |
|---|---|
| Sprint | Unlimited duration — momentum is always available |
| Slide | Momentum-based — faster approach = longer slide |
| Jump | Scaled — height and distance scale with momentum |
| Crouch | Stealth entry — reduces detection profile |
| Wall Run | Horizontal or vertical — duration scales with flow |
| Wall Climb | Stamina-based — vertical ascent on climbable surfaces |
| Vault | Automatic clearance of obstacles at speed |
| Ledge Hang | Manual grab — transition to climb, shimmy, or drop |
| Double Jump | Aerial reset — extends vertical reach |
| Air Dash | Horizontal burst — closes gaps, dodges mid-air |
| Grapple | Targeted — specific grapple points throughout the city |
Flow State
Continuous movement without stopping or falling builds the Flow meter. A full meter grants:
- ▪Speed boost — movement velocity increases
- ▪Ability cooldown reduction — abilities recharge faster while flowing
- ▪Visual/audio escalation — vignette tightens, music intensifies, motion blur increases, particles trail the character, animations become smoother and more acrobatic
Flow resets after 2 seconds of stalling or taking significant damage. The system rewards commitment — the best route is always the one you don't stop moving through.
Parkour Skill Trees
| Tree | Focus |
|---|---|
| Agility | Movement speed, jump height, wall run duration |
| Endurance | Stamina consumption, recovery rate |
| Precision | Controls tightness, reduced fall damage |
| Flow Mastery | Flow meter capacity, bonus duration, activation threshold |
Character-Specific Movement
Each operative modifies the base parkour system:
- ▪Conrad: Rewind failed jumps, slow time to extend wall-runs, temporal checkpoints mid-air
- ▪Lyndsey (Lux stance): Increased jump height, slower fall speed — floaty, angelic mobility
- ▪Lyndsey (Nox stance): Faster sprint, reduced friction — aggressive, predatory movement
▸Combat System
Weapon Loadout
Standard loadout: four slots.
| Slot | Examples | Role |
|---|---|---|
| Primary | Energy rifles, plasma cannons, railguns, pulse carbines, gauss rifles | Heavy-hitting specialised firearms |
| Secondary | Pistols, shotguns, SMGs, revolvers, throwing weapons, stun guns | Sidearms and close-range options |
| Melee | Energy blades, vibro-knives, plasma axes, monomolecular swords, electrified whips, maborite gauntlets, chakrams | Close-quarters tools |
| Utility | Grenades (frag/EMP/smoke/flash), shields, turrets, grappling hooks, hacking devices, healing injectors, drones, maborite traps | Gadgets and tactical equipment |
Weapons can be modified with mabtech augmentas — elemental conversions, target tracking, recursive ammunition, smart scopes.
Combat Flow
- ▪Assessment — scan enemies, identify threats, plan approach
- ▪Engagement — stealth takedown or loud breach
- ▪Adaptation — respond to enemy tactics, environmental shifts
- ▪Execution — eliminate threats while maintaining momentum
- ▪Extraction — exit, regroup, resupply
Momentum System
Combat rewards unbroken momentum. The following build Focus — a resource used for bullet time, cooldown reduction, instant reloads, and temporary buffs:
| Trigger | Condition |
|---|---|
| Kill chains | Consecutive kills without breaking flow |
| Mobility kills | Eliminations while airborne or wall-running |
| Style points | Creative kills, environmental hazards, melee finishers |
| Combo multipliers | Stacking damage through varied attack methods |
Parkour × Combat Integration
The movement and combat systems are designed to overlap:
- ▪Aerial attacks — accuracy bonus while airborne
- ▪Slide attacks — knockdown on contact
- ▪Wall-run shooting — evasive offense from vertical surfaces
- ▪Launch finishers — environmental slams using momentum
- ▪Mid-movement takedowns — aerial assassinations, drive-by strikes, momentum sweeps
Character Abilities
Each operative has five ability tiers:
| Tier | Key | Cooldown | Role |
|---|---|---|---|
| Passive | Always active | — | Defines playstyle identity |
| Tactical | 1 | 15–30s | Frequent-use tactical advantage |
| Core | 2 | 45–60s | Mid-power signature move |
| Special | 3 | 90–120s | High-impact defining ability |
| Ultimate | 4 | Charge-based | Devastating cinematic ability |
Conrad — Temporal Operative:
| Tier | Ability | Effect |
|---|---|---|
| Passive | Temporal Echo | Tracks alternate timeline outcomes in real-time |
| Tactical | Rewind Step | Short-range teleport to previous position |
| Core | Temporal Burst | Slows all enemies in radius |
| Special | Causality Break | Rewinds entire encounter, retaining knowledge |
| Ultimate | Infinite Recursion | Summons alternate-timeline versions of self |
Lyndsey — Dual-Polarity Operative:
| Tier | Ability | Effect |
|---|---|---|
| Passive | Dual Polarity | Switches between Lux (light) and Nox (dark) stances |
| Tactical | Phase Shift | Lux: energy shield / Nox: vulnerability debuff |
| Core | Polarity Nova | Lux: area heal / Nox: area damage |
| Special | Eclipse | Combines both stances temporarily |
| Ultimate | Singularity | Light/dark fusion — absorbs and releases energy |
Character Swapping
Players can swap between team members on-the-fly during combat (3–4 operatives per team). Each swap brings a fresh moveset, cooldown state, and tactical approach.
▸Type System
nu-Eden uses a 23-type elemental system governing damage, resistances, and ability interactions:
| # | Type | Status Effect | Mechanic |
|---|---|---|---|
| 1 | Normal | True Damage | Stagger |
| 2 | Fighting | Impact | Armor Break |
| 3 | Fire | Burn | DoT |
| 4 | Water | Corrode | Defense Drain |
| 5 | Plant | Bloom | Entangle / Regen |
| 6 | Electric | Shock | Paralysis / Chain |
| 7 | Ice | Stasis | Freeze / Slow |
| 8 | Wind | Slash | Lacerate / Bleed |
| 9 | Rock | Crush | Immobilize / Crumble |
| 10 | Ground | Erode | Sink / Cripple |
| 11 | Dark | Void | Fear / Blind |
| 12 | Light | Radiant | Reveal / Cleanse |
| 13 | Sound | Resonance | Confuse / Echo |
| 14 | Steel | Puncture | Impale / Rupture |
| 15 | Poison | Viral | Decay / Delirium |
| 16 | Psychic | Mind | Disorient / Memory Loss |
| 17 | Fairy | Charm | Ally Buff / Confuse |
| 18 | Arcane | Entropy | Chaos / Randomize |
| 19 | Ghost | Phase | Possession / Intangible |
| 20 | Cosmic | Nova | Implosion / Warp |
| 21 | Techno | Glitch | System Jam / Overheat |
| 22 | Virtual | Abstract | Desync / Geometry Break |
| 23 | Time | Temporal | Time Skip / Loop Trap |
Type effectiveness follows a multiplier matrix: Super Effective (2×) → Normal (1×) → Not Very Effective (0.5×) → No Effect (0×). Dual-type operatives stack multipliers (max 4× damage, min 0.25× resistance).
▸Classes
Twelve operative classes define combat role and positioning:
| Class | Role |
|---|---|
| Assassin | Burst damage, stealth, high-priority target elimination |
| Bulwark | Frontline defense, damage absorption, zone control |
| Controller | Crowd control, area denial, battlefield shaping |
| Destroyer | Maximum sustained damage output |
| Escapist | Evasion, repositioning, disengage specialists |
| Fighter | Balanced offense/defense, sustained engagement |
| Lancer | Mobile aggression, charge attacks, hit-and-run |
| Marksman | Long-range precision, sightline dominance |
| Recon | Intelligence gathering, stealth, threat assessment |
| Sentinel | Overwatch, protection, team coordination |
| Triage | Healing, support, ally enhancement |
| Vandal | System disruption, structural damage, environmental exploitation |
▸Mission Types
| Mission | Objective |
|---|---|
| Sabotage / Intercept | Disrupt systems, plant hacks, destroy infrastructure |
| Heist | Steal high-value items or tech |
| Escort / Hijack | Protect a target — or commandeer one |
| Extract / Rescue | Save someone or something from hostile territory |
| Spy / Recon / Intel | Infiltrate, gather information, avoid detection |
| Defend / Arena | Survive waves, protect a location |
| Capture | Secure a location, crew, or device |
| Pursue | Chase a target with kinetic flow |
| Escape | Timed exfiltration with escalating hazards |
| Purge / Eliminate | Targeted or full elimination |
| Faceoff / Boss | Climactic multi-phase encounter |
▸Progression
Dual-Track System
- ▪XP — earned through combat, missions, discovery, milestones, challenges → Level up
- ▪Skill Points — 1 per level, 2–3 per major milestone, plus hidden caches → Unlock skill trees
Each operative has three specialisation trees (e.g., Conrad: Temporal Mastery / Temporal Warfare / Temporal Resilience). Respec available at nERF base for a moderate cost.
Equipment Rarity
| Tier | Rarity |
|---|---|
| ⬜ | Common |
| 🟢 | Uncommon |
| 🔵 | Rare |
| 🟣 | Epic |
| 🟡 | Exotic |
Augmentas
Slottable mods that modify weapons, armour, and abilities:
- ▪Offensive — damage bonuses, elemental conversions, critical modifiers
- ▪Defensive — shields, resistances, damage reduction
- ▪Utility — cooldown acceleration, resource generation, movement enhancements
- ▪Exotic — unique effects that fundamentally alter ability behavior
Augmentas have their own rarity tiers and can be upgraded independently.
▸Economy
| Currency | Source | Use |
|---|---|---|
| Merits (₥) | Missions, siphoning corporate systems | Equipment, upgrades, rent, faction reputation |
| Credits | NPC economy, looting | Day-to-day transactions, black market |
| Maborite Fragments | Scars (reality fractures), high-tier enemies | Exotic crafting, augment upgrades — cannot be purchased |
| Faction Tokens | Faction-specific missions and events | Faction-exclusive gear and cosmetics |
| Data Cores | Exploration, hacking terminals | Lore entries, character backstories, trade currency |
Design philosophy: resources are earned at rates that support experimentation without demanding repetitive grinding. No loot boxes. All cosmetics earnable through gameplay.
▸Death & Consequence
- ▪Conrad: Automatic rewind triggered — returns to the moment before death, retaining knowledge. Advances temporal decay counter (narrative consequence for dying too often).
- ▪Other operatives: AI-controlled emergency evac extracts downed teammates. Player continues short-handed. Characters return with temporary stat debuffs.
- ▪No permadeath — except in scripted narrative sacrifice moments.
Failure is narrative, not punishment. Death and defeat inform the story rather than reset progress arbitrarily.
▸Difficulty & Accessibility
Preset Modes
| Mode | Intent |
|---|---|
| Story Focus | Minimal challenge — experience the narrative |
| Balanced | Default — tuned for engagement without frustration |
| Tactical | Elevated — demands strategy and resource management |
| Unforgiving | Maximum — requires mastery of all systems |
Granular Sliders
All adjustable independently: enemy health (50%–300%), enemy damage (50%–300%), enemy aggression, player damage output, ability cooldowns, ammo scarcity, health regeneration speed.
Accessibility Options
Auto-aim, slow-motion toggle, one-button combos, invincibility mode, infinite ammo. All changeable at any time without penalty or judgment.
▸Online Features
Asynchronous, opt-in, and non-intrusive:
- ▪Phantom Echoes — translucent recordings of other players' movement paths through the city
- ▪World State Drift — global events influenced by aggregate player choices
- ▪Challenge Contracts — time trials, combat gauntlets, traversal challenges
- ▪Faction Influence Tracking — community-wide faction dominance metrics
All online features can be disabled entirely. No competitive PvP at launch.