- 1 Appendix of FAQs and Information
- 2 Game Release Information
- 3 Property & Housing
- 3.1 Should I buy a property? Will I be at a disadvantage if I don't buy one?
- 3.2 Why are properties limited in the store?
- 3.3 How do properties work in-game?
- 3.4 Why do properties cost real money? Can I buy one with in-game money later?
- 3.5 Can guilds use a property?
- 3.6 Can more than one person own a property?
- 3.7 What should I look for in a property, if I want to buy one?
- 3.8 Which servers can I play on if I buy a property?
- 4 Content
- 4.1 How do quests work in Revival?
- 4.2 Won't the game run out of content really quickly if everything only happens once? How can the devs keep up?
- 4.3 How are the Live Storytellers managed?
- 4.4 Does the game have fast travel?
- 4.5 If I have to travel, do I need to worry about weather? What about nighttime?
- 5 Skills and Combat
- 6 PvP
- 7 Standing Points (SP)
- 8 Money (In-game and out-of-game)
Appendix of FAQs and Information
- Dev Tracker
- Housing FAQ
- Housing Location Purchase Guide | Crown's Rock Floor Plans Gallery
- Housing Upgrades Guide
- Revival Store Plan Thread
- The "Guilds, Skills and Gods" Thread
- Crown's Rock City Information Archive
- Developer Stream Home Walkthroughs: Tenement & Cottage | House | Manse | Estate
Game Release Information
When is Revival coming out?
Eventually. According to the Schedule, the game will be released in six Stages. As of this writing, Stage 1 is nearing completion - after that, Stage 2 will begin.
What is in Stage 1?
Stage 1 includes the offline game client.
In the offline client, Founders can walk around any of their properties using a temporary character model and interact with the built-in features such as fireplaces and torches. Founders who have purchased the Upgrade Package for their property can enable or disable it. The Decoration Tool, which allows players to manipulate the furniture in their home, is available for players who have purchased a Furnishings Package. Renovation Kits are also available for those players who have purchased it. Finally, the estates will be added after which Stage 1 is complete.
What is in Stage 2?
Stage 2 will implement the full island of Crown's Rock in the offline client. Founders will be able to exit their properties and walk around the environment. Stage 2 will likely be split into multiple phases of deployment similarly to Stage 1, where different sections of the city and island are gradually completed and added to the released client.
Is Crown's Rock the only city?
No. Six cities are planned to be in the game at Stage 6 (launch). While not officially confirmed, there are also substantiated rumors that some of the additional cities may be added to the game before that time.
How do I become a Founder?
Currently you can become a Founder by purchasing at least one property. Later, purchasing a boat from the store is planned to also work as means to become a Founder.
Founder access confers access to the game client before Stage 6, access to the Founder IRC (which is also frequented by the development team), and small cosmetic bonuses in-game once Stage 6 is released (such as a decorative "Founder" emblem item). Founder access does not have multiple tiers and is valid forever.
Is Revival crowd-funded?
No. Revival is self-funded by Illfonic and is a dream project for the developers. Profits from properties and other items sold from the store are being utilized to speed up development of the game, but the game is not dependent on them.
Property & Housing
Should I buy a property? Will I be at a disadvantage if I don't buy one?
Currently, the only known advantage to owning a property is that it automatically grants access to neighborhood politics in-game. This means that you will be part of the city you purchased your property in, and be able to participate in votes and other tasks that can allow you to enact change in the city. For example, you might think the neighborhood your house is in isn't safe enough, and make a campaign to set more guard patrols there. With that said, there will also be means to gain citizenship in a city without owning a home.
Buying a house is also currently the only way to gain Founder access to the game.
Why are properties limited in the store?
In Revival, each property takes up real space in the game world and is hand-placed by the developers. As a result, the number of properties in the game is limited per server. Revival is planned to have six cities including property at launch. Each city is expected to include approximately 500 properties, resulting in around 3,000 player-owned properties available in Stage 6. Each city is also planned to include NPCs who own their own properties at a ratio of approximately 3:1 with the players.
How do properties work in-game?
Each property takes up real space in the game world and can be entered, legally or illegally, by anybody in the game, player-character and non-player-character alike. The indoors of properties are instanced due to the technical limitations of the Decoration Tool which is used to manipulate and simulate any piece of furniture in the property. There will be means to protect a property from illegal entry, such as locking the door, and there will be a permissions system to allow players and NPCs aside from the owner legal entry to the property.
Why do properties cost real money? Can I buy one with in-game money later?
Properties cost real money due to their limited nature and the fact that they truly exist in the game world. Properties cannot be purchased in-game, but both players and NPCs will be able to rent out their properties to others for in-game currencies.
Can guilds use a property?
Yes. In order for a Chartered Organization to register with the city they are based in, they must assign a property in that city as their headquarters. This can be done with any tier of property.
This is not required to create a guild, but guilds which are not Chartered Organizations will be considered Secret Societies by the game's mechanics.
Can more than one person own a property?
Due to the possibilities of legal issues and in order to avoid putting a significant workload on the development team to manage the store, it is unlikely that more than one player will ever be able to own a single property. However, it is planned for there to be a gifting and player-to-player market for properties later in development.
What should I look for in a property, if I want to buy one?
The answer to that question depends on what you yourself wish to do in the game. If you wish to be a farmer, you will probably need a home that has some farmland. An aspiring merchant might choose a home with a storefront included. A blacksmith would look for a home that has a room which they can upgrade to a forge. While none of those goals require a property to be successful, some players may find the added convenience a property can provide to be well worth it.
If you are interested in purchasing a property and not sure what to select, it's recommended that you first browse through the Housing FAQ Thread on the forums and contribute any questions you might have.
Which servers can I play on if I buy a property?
Once the game comes online in Stage 3, Founders will be able to log in to any server, regardless of whether they own property on the server. The exception to this rule is that owning a property on a Gold Server is required to log in to the Gold Servers.
How do quests work in Revival?
In Revival, "you do not have quests; the world does".
In some MMOs, you might visit a town and see some NPCs with green !s over their heads. Upon talking to them, they will ask you to drive off some wolves from their farm. You can proceed to kill five wolves which spawn in the farm, at which point the NPC will reward you with XP and coin. During this time, other players have also spoken to the NPC and are also killing 5 wolves. They might even steal your kill, making you wait for another wolf to spawn.
In Revival, an NPC might run up to the town gate and exclaim to the guard that his farm is being attacked by wolves. You, a fighter, might be nearby and overhear this in the local chat. You then talk to the NPC and ask him to lead you to his farm. Once there, you slay the wolves and the NPC rewards you with a modicum of coin and his friendship - perhaps he even points you to his friend who is looking for a fighter to perform a lucrative job. In Revival, as soon as you spoke to that NPC and had him lead you to his farm, no other players were aware that wolves were attacking the farm. The wolves do not reset and attack the farm 15 minutes later. The farmer, his need of rescuing his farm now fulfilled, goes about the rest of the day repairing the damage the wolves did (and maybe he'll ask another passerby for help repairing the fence after you're long gone).
Quests in Revival are temporary, procedural, and generally unique. Many situations will only occur once, and many items (such as rare relics and treasures) only exist once in the world. Revival also does not have a quest UI; while some information is automatically stored in your character's journal about events, people, and things they have discovered, it is up to the player to connect the dots and choose whether or not they wish to pursue any of those details.
Won't the game run out of content really quickly if everything only happens once? How can the devs keep up?
The game is being designed with temporary content in mind. On every single server, a system called the Virtual DM will be responsible for generating tasks and adventures based on NPC wants and needs versus the status of the world. If an NPC needs to get food supplies, she'll go to the market and look for a merchant selling food. If an NPC is thieving in the market, he might see his victim looking for food with a purse full of coins and attack. Whatever happens afterward happens as a result of those actions based on the needs and wants of those two NPCs (a robbery victim and a fleeing thief) and whoever else might be involved (the guards chasing him and a nearby player responding to the cries of "Thief!").
Alongside this, on Gold Servers, there will be a staff of Live Storytellers who act as dungeon masters within the world. Live Storytellers will be able to "possess" NPCs, force NPCs to perform certain actions, seed the world with items, and more. They will interact with, alongside, and against the server's players to encourage and sometimes even force the players to take some sort of action in the world. Most of the time, players will be unaware that they are interacting with - and possibly being manipulated by - a Storyteller.
Live Storytellers will also be responsible for expanding the ongoing story of the world. While this is initially unique to Gold Servers, once certain storylines have finished they may find their way onto the Standard Servers in later updates.
How are the Live Storytellers managed?
Live Storytellers will be under strict management requiring them to follow very specific rules within the game world. Storytellers will be part of teams that work together to maintain an ongoing "story" of the world, and their actions will comply to that "story".
Storytellers will generally not set out to "ruin a player's day", although such things might happen as side-effects of their actions.
Does the game have fast travel?
The world in Revival is being designed to be large and meaningful in its scale, which includes real-time transport of goods and travel for beasts, characters, and groups of characters.
Currently, travel time between cities is planned to require players to invest multiple play sessions (sessions being 2-4 hours per day) to make the journey. Players will need to arrange transport, hire escorts if they are not the combative sort and think there may be danger on the road, get supplies and food for the trip, and should expect to make camp for the night at least once.
With that said, certain magic provides ways to travel quickly through the world - but those ways are fraught with danger and not terribly easy to come by.
If I have to travel, do I need to worry about weather? What about nighttime?
The day/night cycle in Revival is planned to be approximately 3.1:1 - about 24 hours of Revival time for every 8 hours of the real world. The reason it is "3.1" is to allow the time to gradually shift through the real-world weeks, so that a player who logs on at 5pm every night does not always appear at midnight in the game.
Nighttime and other dark places in Revival are truly dark. Lighting will be necessary, otherwise you will be unable to see in most situations.
Climates in Revival will also exist. Certain regions of the world will contain, for example, a desert or snowy mountain. Players and NPCs visiting those places must prepare for extremely hot or extremely cold environments by changing the clothes they wear - a person wearing plate mail in the desert will melt very quickly. Failing to do so will likely result in death.
Skills and Combat
What can I do in Revival?
Revival will allow its players to live and participate in its world, not just be heroes who are good at everything like everybody else. The Skills page includes detailed listings of known abilities, but a few plausible professions are listed here. You could choose to be:
- A merchant who rarely leaves the city, dealing in basic everyday items and working in the black market on the side.
- A farmer who works outside the city growing crops and taking care of a few animals. They might sell their crop to the city, or bring it to port to export.
- A mercenary who owns no home and prefers to rent at inns, and spends their days escorting travelers on the roads.
- A thief who makes a well-to-do living smuggling illegal items and cutting purses while dodging guards at the market.
- An archaeologist who seeks objects of ancient power, driving them to find knowledge across the world and gather companions to delve deep and find their treasure.
- A spellcaster who has been twisted by the machinations of the cosmos upon their body, working as a lord's adviser.
- ...and a lot more.
The observant reader will notice that only half of those professions include likely combat. Such is the goal in Revival.
Does the game have classes?
Not explicitly. While it is possible to be "a thief" or "a blacksmith" or "a soldier", Revival does not have classes that are defined by the game. Every character in the game can access every skill in the game (except for some skills which have prerequisites of other skills) and train those skills by using the skill.
The only limitation on what a character can learn is the character's pool of skill points (which are allocated depending on which skills are trained) and the time and effort investment involved in training a skill.
How do skills work?
Skills that entail crafting or gathering of some sort are accomplished via minigames specific to each action.
Full details on what these crafting minigames are like can be found on the various minigame pages of this wiki.
It is planned that gaining and maintaining a high skill level in some profession or ability will take the player significant time and effort. You might be able to become the greatest blacksmith in the land - but don't expect to also be a successful farmer, pickpocket, alchemist, mercenary, and politician on the side. Skills you gain will need to be maintained by actually performing them. With that said, being a jack-of-all-trades or switching professions midway through a character's lifetime is expected to be quite possible.
How does combat work?
Combat in Revival will be active and skills-based. Characters will be able to learn a variety of weapon stances, each of which provides certain abilities that can be performed with the weapon being used. Certain stances are exclusive to one or multiple weapons. The abilities a character can use will be activated by combinations of mouse movements and key presses. Revival does not have a hotbar.
Combat will also be dangerous. It is intended that combat is not something a player takes lightly, and always has a significant chance to result in death, even for skilled players. NPCs will also be just as powerful in combat as "an average player", so an up-and-coming thief should not expect to be able to solo a guard battalion with a dagger.
What happens when I die?
When your character dies, they move to another plane of existence. The body remains behind along with all your belongings. From the new plane, you can continue playing and attempt to traverse the plane after life (which is not without its dangers) and find a Mortality Gate - portals between the planes which are located in various spots around the world. Passing through the Gate will bring you back to life with naught but your journal intact, at the location in the world where the Gate is located.
Alternatively, you can choose (or be forced to, if your character is too old or too infirm to continue) to pass on, and enact the game's heir system. You can designate a new character as an heir, and they will inherit some of your previous character's items and properties. It's also possible to enact the heir system before death, which will leave your elder character alive in the world as an NPC. This NPC can act as a mentor or other basic-use NPC, but can't be used in combat any further.
What is the Action Tile system?
Action Tiles are elements of the game's UI that can be customized to suit a player's needs by corresponding to certain actions.
Players can freely tie actions to individual action tiles, including drinking a potion, entering a combat stance, and activating a gathering or crafting minigame. The action tiles can be placed basically freely on the screen, and each one can be customized to tie to a hotkey.
This allows players to fully customize their available hotkeys and even make a "hotbar", if they choose to do so. Or players can choose to forgo the on-screen elements entirely.
The Action Tile system will NOT allow players to bind full minigame actions (such as stirring a pot).
Does Revival have open world PvP?
Yes. However, one must keep in mind that "PvP" does not merely include sword-to-sword combat. It also includes the ability to defame other people, set traps, shift politics against another faction, and steal from people. Any sort of hostile player action ranging from swords to words counts as "PvP".
Are there safe zones?
So, am I going to get killed constantly?
Probably not. Most cities have an active city guard, who will react to players initiating combat or otherwise performing unlawful acts in their jurisdiction. There are also means to defame other people, so a frequent serial killer who manages to survive to kill another day might find themselves unable to show their face in a particular city lest they get arrested. It will also be possible - and generally expected - for non-combatants to hire escorts, bodyguards, and mercenaries to protect them should they be making a dangerous journey between "safe" places.
A good rule of thumb is that "safe" in Revival is similar to "safe" in the real world.
Is there any way to just turn off PvP?
Not truly, but there is a system planned that will allow temporary PvP immunity. This is done in-game by spending SP (Standing Points) at a shrine to a god you have favor with and which has influence in that part of the world. You can spend a certain amount of SP to gain a temporary blessing which will make you immune to PvP, at the cost of making it so you cannot participate in PvP or any kind of criminal acts yourself. While this stops you from committing those acts, it does not protect you from thievery either - so your purse or your wagon aren't safe from bandits just because you can't be harmed.
At this time, it is planned for a player who plays very actively every day of the week to afford approximately 1-2 days worth of PvP immunity per week, where 1 day is a 2-4 hour session. (This assumes that the player spends ALL their SP on this - SP will have some other uses.)
Standing Points (SP)
How do I get SP?
SP is gained in-game via participating in world events; for example, fulfilling a bounty hunt, helping an NPC fix his wagon wheel, finding a lost treasure after connecting the clues to its location, killing a wolf bothering a farmer's sheep, or any other task you might perform that affects the state of the world.
SP can also be purchased with real-world money. At this time, there is planned to be a cap on the amount of SP that can be gained in this way. Currently the interval of that cap or what the cap is are not known (and are very much subject to balance change).
Doesn't that make the game Pay2Win?
Such a concept is very much up for discussion and probably can't be solved in a simple FAQ. The forums tend to be more than welcoming to discussion of all sorts, so please feel free to voice your opinions if you have any there.
Here is a quote from Snipehunter, one of the lead developers, on the topic:
For me personally, the whole arrangement of earning SP is meant to be an incentive: It's a way for us to reward you for contributing to the game by providing content for other players that keeps the world evolving. It's free tickets so you don't even have to play skeeball, because what you did instead was make the arcade an interesting place by being cool there. (Uh... that might be a little too 1980s, apologies if that was a little obtuse)
Even if we weren't allowing folks to purchase SP, that would still exist, so in a way there is a sort of p2w loop in the game, but it's based on doing something we need done: Keeping the world lively and interesting. I sort of have a hard time finding fault with that. Rule of World friendly participation in the game makes our job easier and I think that's worth recognizing and incentivizing.
Which is to say that I wouldn't personally mind if that was all there was - that's worth rewarding to me and if that means you get a little bit of an advantage, that's not really a bad thing to me. However, I can also clearly see why we wouldn't all feel that way. The idea that someone can get a thing I want that I can't is incredibly frustrating and in some ways, unjust.
On top of that perception is another contributing factor: Building and maintaining game worlds is not cheap, but high subscription prices will drive away players. That means you have to find a different way to keep the lights on, and in looking around for a way to do that, SP stands out as an easy place to tie in, no?
It's not all bad for folks with perceptions that the game isn't balanced in its original SP configuration, either: Allowing you to purchase SP helps to offset that p2w loop, if you think about it. Because without it, the only way to reap those rewards would be to spend your time to earn the SP, but as many have pointed out in threads across this forum, time is a resource more precious than money for those that work full-time. Time isn't a thing they can spend to earn that SP, but money is... for those seeking balance then, there's an argument to be made that allowing the purchase of SP contributes to that effort.
Money (In-game and out-of-game)
Do Gold Servers have a subscription fee?
Yes. At this time it is estimated to be around $10/month, but is subject to change. This subscription fee will be used to fund the Live Storytelling teams.
What kind of items will be available to purchase in the "In-Game" store?
Currently, it is planned that purchasing items from that store will provide no in-game advantage, and will be primarily cosmetic. This includes items like clothes, unique furniture, and artwork. Care will be taken for this system to avoid stepping on the toes of craftsmen in the economy as well.
How does the economy work in Revival?
Every single coin in Revival has literal weight and presence in the world. Coinage is not a number inside your inventory UI that goes up and up - you'll need to carry your coins, store them, convert them into bank bills, or put them in a vault. And, most importantly: transfer them between locations.
The economy in Revival is based around the game's lack of fast travel, including magical bank fast travel. A bank in City A does not connect to City B's bank. A caravan will be used to transfer items. This allows the economy to thrive and expand the options available to players and NPCs: caravans require drivers, beasts of burden (and the people who breed, sell, and take care of them), bodyguards, customs officers at both ends, and they attract bandits. The simple act of requiring real transport of goods presents at least five possible employment opportunities within the game.
Furthermore, the game will not contain "trash loot" sold to merchants for raw coin. NPCs, just like players, will hold coin in their inventory that takes up space in the world. NPC merchants will not have a limitless supply of "3 copper pieces for a wolf tooth". This ensures that a roughly static amount of money remains in the world, though its ownership will move around regularly.
New coinage will be minted per the developers' discretion, and the total amount of money in the world will be carefully monitored.
How much money can a player make in a certain amount of time playing the game?
There are currently two pieces of known currency: 1 Crown's Rock Sovereign = 8 Crown's Rock Bits. Generally think of a sovereign as a "gold piece" and a bit as a "silver piece" but materials for currency differ with region.
As a reference for what money is worth in the game world, one pint of stout usually costs 2 bits in Crown's Rock.
A player who is actively attempting to gain a profit (adventuring for treasure, taking crafting commissions, taking contracts from the city) should be making 4 - 10 Sovereigns per hour on average.
How much are the taxes on property?
Upkeep Costs for Properties (per real-time month):
- Tenement: 10sov
- Cottage: 22sov
- House: 47sov
- Shopfront house: TBA, but between the house and manse amounts - applies only when the house is operating as a shop.
- Manse: 87sov
- Estate: 448sov
Please note that these numbers can fluctuate, as upkeep is based on the value of the home. The listed prices are the mean for each property tier.