3_Activities

Overview

Activities define all actions the player can perform across daily life, exploration, and general lifesim. Most activities consume time, may alter player stats, and can influence NPC relationships, world states, or narrative flags. Activities are broadly grouped into several categories.

Daily Life Activities

Resting & Timeskips

Resting advances time and restores Energy depending on current exhaustion levels.

Resting

Resting can be performed at any of the following locations

Resting outcomes vary depending on the bedding quality and energy levels going into a rest.

Timeskip

Timeskip can be performed while sitting anywhere.

Upkeep

Upkeep tasks keep a characters overall wellbeing stable and weighs NPC decision making. Neglecting these needs as a player can cause negative effects while maintaining them gives positive effects. (See Stats & Skills)

Upkeep statuses can affect:

Upkeep Activities

These are a few of the activity types that can be performed to maintain a characters wellbeing.

Social Activities

Conversations

Talking to NPCs can trigger a range of events to occur.

Gifting

NPCs accept multiple gifts daily, but only the first gift affects relationship values.

Hanging Out

Players may perform activities with NPCs depending on:

Assisting / Volunteering

Players can assist with community tasks that appear seasonally or for special events.

Some rewards for contributing towards community events include:

Exploration & Discovery Activities

Foraging

Foraging is a passive activity that occurs when in material dense locations as a way to collect trade material passively.

Loot tables depend on:

Possible finds include:

Landmarks

Malsburrow has several key landmark locations that the player can navigate to.

When visiting a landmark:

Economic Activites

Jobs / Occupations

Jobs become available as the player interacts with NPCs or through story progression that allows the player to earn currency and global reputation.

Jobs unlock through:

Jobs vary in:

Crafting

Crafting is an activity that converts materials, time, and energy in exchange for other refined items that have other uses or can be sold. Some actions require a high Crafting Skill (see Stats & Skills)

Handcrafting (Passive)

The player queues items based on materials that they currently have in inventory and if they have a corresponding crafting recipe.

Handcrafting occurs automatically during:

All handcrafting recipes take a set amount of time to complete. Anytime a player is in a timeskip (excluding resting), the length of the timeskip is added onto the progression. Finished items are automatically added to inventory.

Station Crafting (Active)

Station crafting is performed next to specialized crafting stations (ovens, workbenches, etc.). Active crafting costs time, energy, and materials.

When active crafting, players may encounter skill checks depending on the complexity of the crated item. Harder skill checks reduce the zone of success.

NPCs can occasionally assist or request assistance depending on their or player skill levels and will also perform their own skill checks. NPC skill checks will not regress crafting progress when failed.

Skill Activities

Skill activities improve the player’s skillset and overall player level.
Each time the player performs a skill activity, they have a chance to increase a skill by one tier. Higher tier skills will have a lower chance to increase.

Examples:

Skill Books

Players can additionally earn skill points by reading skill books, either purchased from shops or read from the library. The library offers 1 free skill book every day. Skill books, like skill activities will also increase player level, with higher player levels requiring more skill books to be read before earning skill points.

When a skill point is earned, it may be added to any skillset chosen and is not locked to a specific set.

Hobby Activities

Hobbies are activities that characters can do to prevent boredom and to maintain happiness. Some hobbies will require a certain Hobby Skill level. (see Stats & Skills)

Home Activities

Once the player gets a living space for themselves within the storyline, players will have a space they can go to and customize to fit their personality.

Players can customize:

Decorations

Decor affects Happiness and social interactions with other NPCs that are brought into a player's living space. Happiness is dependent on how cozy a room is considered in a living space.

Room coziness is based on:

Each room depending on size has a decor limit. When a room has too many decorations, it will become cluttered and lose its cozy bonus, but too little decorations will also not give any cozy bonuses to the players happiness.

Plant Decor

Plants are a type of decor item that offer greater happiness boosts than nonliving or seasonal decorations, but will require some general upkeep by the player to maintain their happiness.

Plants will have 3 states depending on how long they have gone without water. Standard plants will progress down a state when not watered for 3 days, while succulents take 9 days. Both plant types must be watered 2 days in a row to progress up a state.

Plants that are owned for 3 consecutive days without dying are given a random name by Noah.

Collectibles

Stickers, pins, postcards, trinkets, etc. These items have a small chance (usually <0.1%) to be earned anytime a player performs an action in any of the collectible categories. Any activity can cause them to be dropped and there are no restrictions.

Information about collectibles will be added later when more crucial systems are fleshed out more.