Dimensional Havens

We briefly went over Dimensional Havens in the first post: These are players’ “hubs”. The reason I make a big deal about this mechanic is that it’s central to the game. Every situation and decision starts and ends with it. Whether you’re going to visit a city, start a PvP fight, manage a guild, or even decide to change characters, everything will be done from your Dimensional Haven. One of the fundamental ideas is to keep the interfaces to a minimum by situating as many interactions as possible directly in the environment.

Dimensional Havens can also be customized, and each room can be enlarged and/or modified, the overall size not exceeding the eight initial blocks.

Finally, whether you’re playing on a mobile device or computer, your DH is ALWAYS the same. This is largely why we want to limit DHs to eight cubes. We could see more on a computer, but the idea is to strike a balance for it to run on mobile devices.
Given how much trouble I have explaining this concept in writing, I’ll sum it up with the help of images and – pinnacle of modernity – there’ll even be a video.


Each Dimensional Haven will have a Shushu, along the lines of “LUIS” in Kerub’s Bazaar. This Shushu will guide you as you discover what your Dimensional Haven can do. If you learn to tame it, it should even become a good friend. The Shushu will provide a very interesting slice of super fun background, but above all, it will help us explain many concepts while staying within the narrative. We briefly mentioned the tutorial earlier, and I think we have our narrator.
A really fantastic possibility would be to give you several Shushus, each with their own personality, and to let you choose the tone the Shushu uses when talking to you.

Indoors and Outdoors Within Dimensional Havens

Each player starts the game on an “abandoned” cube, which will become their own Dimensional Haven. A player’s Dimensional Haven is their zone, their home sweet home. Initially, you’ll discover an empty zone. We’ve taken a sample image based on BONTA, but you’ll have a range of choices to customize your DH. The house you choose will influence how your “garden” looks.

  • With a BRAKMARIAN house, your three major garden cubes will feature black volcanic ground.
  • With a BONTARIAN house, your three major garden cubes will have a white paved surface.

At first, you only have four major cubes to get around on, with a surface area of 36 cells. But nine of these 36 cells will already be taken up by your house. That means you’ll have 27 cells to move around on.
Very quickly, you’ll be able to unlock the four cubes located “underneath”. They will position themselves on the sides to double your Dimensional Haven’s surface area. Just let me catch my breath after all that complicated math. You will be able to move around as you like, and will even have a shortcut directly to the cubes/rooms you want.

On the inside, you’ll be able to customize each room however you want/need. However – and the fact that we can adapt it however we like is also the concept’s strength – I am much less sure about this part than about the first. It’s very important to understand that, owing to the concept we’re developing, we do not have to specifically define each room of the house right away. For once, we were fairly smart about this; let me explain why. Each room inside the house will be developed in relation to the eight major cubes, which is to say that for each room, you’ll be able to have as much surface area as you do outside. Our cube concept makes it possible to fold and unfold your zone in infinite combinations, so we won’t have to define the level design precisely, and can add new rooms if we so desire. Okay, that’s probably not very clear, so please watch the video in this post to get a better understanding of the system.

This is the exterior of a BONTA-type Dimensional Haven as it will be at the start of the game: one major “house” block, and three major “garden” blocks. Four other blocks are available within the scenery, waiting to be unlocked.

And here’s what it could look like after a few hours of play: A “ZAAP” block has been added, along with a block providing access to your dungeon. You’ll notice there are two more blocks, which you can always pick up later for other uses.

Outdoor Cubes:

  • One Major Cube Reserved for Your House
    You can customize this house (3×3 cells) and go inside to access much more content. I’ll say more about that below in the section so aptly titled “Indoors” (sometimes I really impress myself with my awesome find-the-perfect-section-heading superpowers).
  • Three Major Cubes for Your Garden
    This part will be reserved for customization in connection with the house, and will also allow you to meet special characters, through events linked to “daily quests”. In Krosmaga (and other, quite inferior and less well-known games, like Hearthstone), your daily quests are displayed in interfaces. Here, the idea is to randomly send you characters who will offer you missions. Some of these characters may also look like merchants who will come by to sell you items. (We do need to try and get a few euros from you. I know, it’s a sensitive subject, but we still need to consider it…)
  • One Major Cube for Your Zaap
    This cube is where you’ll go to access the “game modes” you want to play. Please note: As explained above, not all the modes will be available on mobile devices. On your mobile device, you’ll be able to fight in 1v1 PvP battles, or attack (in asynchronous mode) the dungeons built by other players in their Dimensional Havens. Other modes will be available on your computer: exploration mode, and PvP combat up to 3v3.
  • And Finally, Three Major Cubes for the Rooms of Your Dungeon
    Wowza! This is absolutely insane. Here, you’ll have access to your three dungeon rooms. As each cube is linked to a room, you’ll unlock them gradually. This is a huge aspect, and will be covered in its own article (I’m already relishing it).

This video should help you start to understand the type of transition we want to set up. It’s just one example to give you an idea, and we focused on the dungeon portion. So you’ll see the three rooms of a bare-bones dungeon. You’ll notice (if it doesn’t go too fast for your little eyes) that the first room only has four major blocks for your opponents to fight on. The second room is composed of six combat blocks, and the last has eight. The idea is to increase your “budget”, meaning the number of monsters or traps you can place to defend your dungeon. Anyway, once again, the idea isn’t to explain the dungeon system now, but to show you the transition idea.

Indoor Cubes:

  • Entryway:
    May develop from two to eight cubes. You start small and decide if this is where you want to expand first. In this hallway, you can meet with friends to chat, and this is also where you’ll interact with your first storage chest.
  • Temple:
    This is a biggie. Rather than leaving the game to return to a menu, this room lets you change characters directly in your house. In broad strokes, the idea is for you to have a statue of your god here, giving you access to characters in the corresponding class. You play whichever character you want, while the others are posed, praying before their god. If you want to change your character class, you’ll change the statue of the god in your temple and then access those characters. This here is a typical example of how we want to limit interfaces as much as possible and simplify your lives. In addition, the idea of the temple came while reading your most skeptical comments about the “changing characters” aspect. Many of you thought there’d be a shortage of BG or connection to your heroes; I hope this idea rectifies that part a little.
  • Office:
    Conceivably, your achievement list would go here.
  • Barracks:
    The barracks keeps all the companions you recruit in the game safe and sound. Remember: You’re playing a hero that you move around in the world, but you can also get help from (up to) four companions in combat. The barracks is where they live, and it might even have a training room where they could gain experience – even when they aren’t fighting.
  • Stables:
    The goal here is to store your mounts. But be aware: These will have a completely different function from mounts in our existing MMOs. You won’t use them for your hero. I know some of you will be disappointed, but they’re quite difficult to produce, and sometimes you have to make choices. No, the idea here – and it’s just an idea – is to use mounts for other things. The stable will let you use the companions you’re not currently using and send them out on adventures for a certain amount of time. These companions will go raid other players’ Dimensional Haven dungeons without you having to control them, and bring you back items and surprises depending on how well they do. In this context, mounts will give them bonuses to complete these missions: more health points, the ability to stay out longer, etc. For those of you who saw some of the conference I gave at last year’s Toulouse Game Show, we’re taking the same type of approach. Many of you have mentioned professions in your comments. I’ll take this opportunity to answer your questions and confirm that we do not want DOFUS-type professions in WAVEN. Characters that you manage and send off to work so they collect resources for you? YES. A tree- or ore-farming mechanic? No, no, just NO!
  • Holding Cells:
    You’ll have holding cells or jails in your house, which will let you lock up other players’ companions for a few days if they come up short while assaulting your dungeon. The aim is primarily tied to BG and the story it’ll spin for you. Your characters will go on adventures and take risks. For now, I see this section on companions that you’ll send out from your stable as “secondary”. Perhaps they’ll be the companions you value the least. In some circumstances, they could end up imprisoned by another player for a limited period of time. You’ll have to decide if you want to get them back right away by paying a ransom, or leave them with a potentially sadistic captor for a few days. Maybe I’m dreaming a little here, but I’d love it if we could torture our prisoners a bit and have that stay on their character sheet. Something along the lines of, “Pay X kamas to get your character back, or I’ll torture them.” If the player whose companion was captured doesn’t pay the ransom, they’ll get their companion back trembling with a blanket over their shoulders a few days later, and they’ll read what was done to them…
  • Guilds:
    For this section, I think we’ll start with another Dimensional Haven dubbed the “Guild Haven” (seriously, I’m on a roll today). It would be a separate space, completely different from your DH. It would let you meet up with other guild members, and pool various things without having to put up with pesky house guests who just won’t leave. Similarly, for guild-versus-guild combat, it seems like they’ll be easier to manage if the locations are kept separate.

Excerpt from Tot’s blog, October 19, 2017.
Read the original post (in French) in its entirety.

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