Economy & Systems Bible
CANON — The Athernyx Chronicles: Game Design
Core Philosophy
"If a player wants to never fight a single thing, they can."
This is an open sandbox of adventure. Combat is an option, not a requirement. The cozy players and the competitive players share a world — and feed each other's economies.
The Two Player Paths
| Path | Focus | Makes Money By |
|---|---|---|
| The Peaceful Path | Life skills, Shimmer (Spirit garden), socializing | Potion parties, GE trading, gathering |
| The Combat Path | PvE, Pyramid Zero PvP | Loot drops, tournament prizes, rare finds |
Both paths are valid. Both are profitable. Neither is "the real game."
Currency
Name: Gold
Philosophy: Easy to earn enough. Hard to get rich. Patience rewarded.
The Exchange (GE)
Location
The Citadel — the only full global exchange
Access Progression
EARLY GAME
└── Local NPC merchants only (bad rates)
└── Village boards (limited, local)
└── Must walk to Citadel
MID GAME (ship unlocked)
└── Fast travel to Citadel
└── Full GE access
└── Remote posting from ship (convenience)
LATE GAME
└── Lower fees, more order slots
└── Market insights
How It Works
- Buy orders: "I want 50 health potions at 10g each"
- Sell orders: "Selling 50 health potions at 12g each"
- Async: Post and walk away. Wake up to money.
- Fee: Small % on each transaction (sink)
- Price history: See trends, trade smart
Regional Markets (Optional)
| Location | Specialty | Vibe |
|---|---|---|
| Citadel | Everything — the full GE | Busy, central |
| Gale Haven | Trade boards (local, limited) | Maritime goods lean |
| Veradyn | Nature Bazaar (Spirits, ingredients) | Organic, spiritual |
| Ashfeld | Village board (very limited) | Frontier scraps |
What's Traded
| Category | Examples | Notes |
|---|---|---|
| Potions | Health, Mana, Buffs, Spirit infusions | THE economy driver |
| Mana Seeds | Grow Spirits in your Shimmer | Tradeable. Once hatched = yours forever |
| Ingredients | Herbs, crystals, reagents | Feeds Alchemy |
| Runes | Weapon mods | Combat players buy |
| Materials | Ore, wood, cloth | Crafting basics |
| Loot | Early game drops | Meant to be sold for starting cash |
NOT Traded
- Hatched Spirits — soulbound once born in your Shimmer
- Equipped weapons? — TBD
- Quest items — obviously
Faucets (Money Enters)
| Source | Amount | Who |
|---|---|---|
| Selling loot to NPCs | Small | Early game, everyone |
| Quest rewards | Medium | Story progression |
| GE sales | Variable | Crafters, gatherers |
| Pyramid Zero prizes | Large | PvP winners, rotating rewards |
| Rare drops | Jackpot | Lucky players |
Philosophy: Early loot gives you "just enough." Real money comes from skills or competition.
Sinks (Money Exits)
| Sink | When |
|---|---|
| GE transaction fee | Every sale |
| NPC services | Fast travel, storage, repairs |
| Consumables | Potions used, gone |
| Ship upgrades | Cosmetic + functional |
| Housing/Plot | Decorations, expansions |
| Death recovery fee? | Optional — pay to instant-recover? |
Death System
What Happens
- You die
- Drop a bag containing your inventory + weapon
- Respawn at your shipyard
- You have 3 minutes to return and recover your bag
- After 3 min — bag disappears, loot gone
Implications
- Death has stakes but isn't devastating
- Creates tension in dangerous areas (Valkara pass, Pyramid Zero)
- Rewards players who learn the world (know how to get back fast)
- Ship location matters — closer shipyard = easier recovery
Safe Zones
No death, no PvP, no danger:
- Shipyard (home)
- Major cities (Citadel, Gale Haven, Veradyn)
- Villages (Ashfeld, etc.)
- Designated peaceful areas
Dangerous zones:
- Wilderness between settlements
- The Valkara (mountain passes)
- Pyramid Zero (tournament)
- Certain dungeons/caves
Armor & Gear
Armor = Aesthetic
Armor is cosmetic only. No stat differences. Wear what looks cool.
Why:
- No gear treadmill
- Fashion is endgame
- Combat skill matters, not gear score
- Casuals don't feel "behind"
Weapons = Functional
Weapons DO matter:
- Different archetypes (Assault, SMG, Sniper)
- Rune sockets for customization
- Heat management
- But still: skill > gear
Life Skills
The Skills
| Skill | Gathers/Creates | Feeds Into |
|---|---|---|
| Gardening | Herbs, reagents | Alchemy |
| Foraging | Wild ingredients | Alchemy |
| Prospecting | Mana crystals | Alchemy, Runesmithing |
| Salvaging | Tech components | Runesmithing |
| Alchemy | POTIONS | Everyone |
| Runesmithing | Weapon runes | Combat players |
| Spirit Keeping | Bonded Spirits | Personal / Collectors (Shimmer game) |
Skill Progression
- 1-10: Unlocks all recipes/abilities
- 11-9999: Prestige, leaderboards, bragging rights
- No power gap after 10 — just dedication flex
Harvesting UX
- Hold button → mana aura activates
- Tool swings automatically
- Stand nearby and vibe
- Anti-burnout. Social-friendly. Cozy.
Potion Parties
THE social/economic hub of the game.
What Is It
Players gather to brew potions together. Like Palia cooking, but potions.
Why It Works
- Bonus yields when brewing in groups
- Social XP or cosmetic rewards for participation
- Ingredient sharing — bring what you have, split results
- Tavern locations — each city has a brewing hall
- Events — scheduled potion parties, rare recipes available
The Loop
GATHERERS bring ingredients
│
▼
POTION PARTY at tavern
│
├── Bonus yields for everyone
├── Social rewards (cosmetics, titles)
└── Rare recipes sometimes drop
│
▼
POTIONS sold on GE
│
▼
COMBAT PLAYERS buy them
│
▼
Everyone profits, everyone socializes
Making It Essential
- Best gold/hour for casual players
- Only way to get certain rare recipes
- Spirit infusion pots require group brewing
- The community hub — this is where you meet people
Shimmer — The Spirit Garden
Your personal domain bubble in the Ather. A pocket dimension where you collect, raise, and bond with Spirits.
Mana Seed Acquisition
- Find Mana Seeds in the world (rare)
- Buy seeds on GE
- Quest rewards
- Pyramid Zero prizes (Lazerin's faucet)
Ownership
- Seeds = tradeable
- Hatched Spirit = soulbound (yours forever)
Spirit Development
MANA SEED (tradeable)
│
▼
HATCH in your Shimmer (now yours)
│
▼
INFUSION (elemental pots change aspects)
│
▼
TRAINING (influences appearance)
│
▼
EVOLUTION (final form reflects your journey)
Spirit Activities
- Racing (build courses in your Shimmer)
- Shows/competitions
- Companionship (follows you around in the world)
Full Spirit evolution system: See game/shimmers.md
The Complete Economy Loop
┌─────────────────────────────────────────────────────────────────┐
│ │
│ GATHERERS │
│ (Gardening, Foraging, Prospecting) │
│ │ │
│ ▼ │
│ Sell ingredients on GE ◄────────────────────────┐ │
│ │ │ │
│ ▼ │ │
│ CRAFTERS buy ingredients │ │
│ (Alchemy, Runesmithing) │ │
│ │ │ │
│ ▼ │ │
│ POTION PARTIES │ │
│ (social brewing, bonus yields) │ │
│ │ │ │
│ ▼ │ │
│ Sell potions/runes on GE │ │
│ │ │ │
│ ▼ │ │
│ COMBAT PLAYERS buy │ │
│ (need potions for Pyramid Zero) │ │
│ │ │ │
│ ▼ │ │
│ WIN PRIZES ──────────────────────────────────────┘ │
│ (rotating rewards, rare drops) │
│ │
└─────────────────────────────────────────────────────────────────┘
Meanwhile, PEACEFUL PLAYERS never touch combat:
└── Gather → Brew → Sell → Buy cosmetics → Raise Spirits → Vibe
Open Questions
- Currency name: Gold
- GE fee percentage
- Exact death timer (3 min locked?)
- Ship upgrade costs
- Potion party frequency/scheduling
- Rare recipe drop rates
- Spirit racing mechanics
"Fight if you want. Brew if you don't. Everyone prospers."