What’s next for EtherOrcs — Vision, Dungeons, Rapid Learning


We are at an interesting moment in the EtherOrcs ecosystem. What we have built together with the community has definitely made us proud. And we’ve been able to do it with a free mint and minimal funds in only 6 months. Most importantly, the learnings going through the process (with great community support) has made it extremely clear where we should focus our limited resources.

EtherOrcs Dungeons

So why is this important?

New user acquisition: Not having an active playing experience is the number one barrier to broader new player acquisition in the current game.

Game Economy, Game Loop, and Crafting

Players will need to visit Grim’nock Hammersmash to Forge new weapons
  • Predicting user behavior is hard
  • Leverage what people already know and love from regular games
  • Get Resources, Rare Items, Special Items, Rare Consumables, Secret Items
  • Craft the above into…
  • Dungeon equipment — power enhancers that give you new strength and abilities in Dungeons and Raids… equipment follows an “upgrade” tree and path you can customize
  • Dungeon keys — one use items to unlock ultra difficult Dungeons or seasonal events
  • Ownable dungeons (this is a team favorite)
  • Crafting custom PFP “tavern” versions of your Orc
  • Achievement trophies
  • Non-EtherOrcs NFT prizes
  • $ZUG / $BONESHARD rewards
  • Craft the next Ally
  • Entry points to future expansions integrated into the game via crafting and dungeoneering / raiding (Land is its own thing, but imagine Pets, Mounts, etc.)
  • Highly limited reroll potions (controversial one — we will discuss this with the community)
  • And so on…
  • New game loop (both Raids and Dungeons)
  • Crafting system and game

“Yeah that’s great but what will come after that?”

What we like about having a proprietary engine and set of mechanics already built is that we gain a huge amount of flexibility. We can test and learn with the community on what is most impactful and what they are most excited about seeing next. We will then pivot accordingly.

  • Multiplayer
  • Alternative game modes (e.g. exploration mode)
  • And much much more — to be driven by community participation and engagement

What does it mean for players today?

We will incrementally open the Closed Beta for more testing over the coming week. You will get more information next week on the economy, mechanics, and more. Here’s what’s important to know today:

  • You will use $ZUG to go on Dungeons and Raids; you’ll use $BONESHARDs for crafting
  • All consumables will have use in Dungeons as well as an overhaul of their existing utility in Raids / current gameplay (Luck Runes in particular will be adapted to the new rewards in Raids)
  • The final Ally will be opened after we have a month or so of Dungeons under our belt — to enable us to get a true read on people’s experience playing for equipment and crafting
  • The final Ally (Undead Mages) will cost more $BONESHARDs than the previous one, and when we reveal it’s consumable the playerbase will understand why. It will have a unique incorporation of the crafting system in the mint.

Addendum on common questions and other ideas:

We know there are a lot of things we do not have addressed here. Rather than a full write up see below for some notes from our community discussions on other future models / expansion areas:

  • Interoperability with other projects — You let partner projects use the system, participate in ZUG, earn crafting rewards, etc. This is good and bad… Long term — interoperability is a no brainer, but from a priority standpoint we want to ease into it and understand the right way for it to work. In the near term we will focus on ways for select partner projects to experience the ecosystem.
  • Rental systems — We know we need something for larger players in the ecosystem to be able to keep up with active gameplay. We are extremely sensitive though to the end state of rental systems that have been implemented in the industry so far… We need a solution here, but it also can’t be the traditional approach. This will be a good learning experience for us and we’re coming up with a few possible models or ideas. Near term — Raids will function as a passive experience with similar but not quite as potent rewards to Dungeons
  • Entry Level NFT — The famous “peon.” There’s a ton of potential here. The hardest thing we currently have to deal with is locking individual character progress on the visual / aesthetic / gear aspects of characters on the metadata. Having a peon who plays the dungeon crawls or raids for 5 ZUG instead of 50 and can craft gear that goes directly onto their character is a MASSIVE tool. Long term we are all about this. However, if we prioritize this over bringing new people into Allies and Genesis — we actually just end up really accelerating the base layer situation which we aren’t scaled or fully ready to do. It feels like we need to be very thoughtful and prepared going into that structure rather than throwing it out there. Additionally we would need some serious scale / funding upgrades. So this one might just come later.
  • Land — We are selectively going to not share too many details here which is already in partial development. Land will be its own gameplay loop within the shared EtherOrcs universe. It will not require an Orc or Ally, but will have many interdependencies with the EtherOrcs ecosystem.



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