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Defeat The EvilOnline
The game’s philosophy

The world produces raw materials and danger.

Players produce everything that is civilization — and whatever a character knows how to do, they learned by doing it. These are the ideas that guide how Defeat The Evil Online is made.

The thesis

A fight for the map.

“It is a competition to dominate the map. Evil wants to dominate the map, the players want to dominate the map, and evil has to use the game’s resources to keep getting stronger.”

Both sides play the same game: the same mines, the same costs, the same board. That is what makes this a contest and not a sequence of events. Every mine has an owner, and owners change — the map is a scoreboard. And holding a lot of territory is expensive for both sides: thirty scattered mines are thirty places to defend with the same people.

At the center of it all stands the Crystal. Players cannot attack it; monsters can, and from time to time they gather an army that marches on it. Evil can take the whole map and the game goes on — the only ending is the Crystal falling.

Defeat

Players can lose. And defeat has to be fair.

“We should not make the game in a way that makes it impossible for players to lose. It has to be fair: there must be a chance for them to win and a chance for them to lose.”

If the Crystal falls, the world ends for real: everyone loses their character and everything they built. Nothing in the game exists to prevent that — everything exists so that, if it happens, it is fair. And fair means three things:

  1. You can see it coming.You can follow the map’s scoreboard, the enemy shows what it is about to do before doing it, and the threat level is shown in numbers. Losing because you did nothing is fair; losing with no way of knowing would be the game cheating.
  2. There is always a way back — until there isn’t.Even with almost the whole map lost, the first ring around the Crystal is never colonized (and there is no PvP there): from there you can always start over. But the evil army can still march on the Crystal. The game always gives you a chance to turn things around — never a guaranteed victory.
  3. Nothing decisive is left to chance.The fall of the Crystal is the end of a long process that can be interrupted, not a dice roll. Luck decides a blow, never a campaign.

And the evil army has no size limit: it grows with what evil has mined. If it reached five hundred soldiers, it is because nobody cut off its supply.

The eleven principles

The rules no system in the game may break.

Everything that goes into the game has to fit them. They are grouped by theme.

Principles 1 to 3

The world

A map that was not drawn by us, that gets more dangerous with every step, and that feels like a real place.

01

Every city is built by players

We, the people making the game, only build the enemy’s structures. Every city on the map was raised by players — and it only stays standing while someone defends it.

  • The world starts empty; civilization is the work of those who play.
  • Our only building on the players’ side is the Arrival Board: the quest board at the point where everyone arrives.
02

The farther from the Crystal, the harder it gets

The map is divided into ten rings around the Crystal. Each ring is a biome and takes at least an hour on foot to cross. And harder doesn’t just mean monsters with more health: it means monsters that demand an answer you didn’t have yet.

  • Poison calls for an antidote; fire calls for switching elements; what only silver can hurt calls for a trip to a refinery.
  • Danger and reward grow together: going far is risky, but always worth it.
  • From the center outward: plains, forest, desert, ice, storm, undead, fire, poison, darkness and the Inferno.
03

The map feels made, not scattered

The map is generated by the computer, but it must not look like it. Things cluster as they do in nature, each one grows on the kind of ground that suits it, and water flows the way it really would.

  • Rivers are born from rain in the mountains, join, grow wider and end in lakes; in the desert, water comes from oases.
  • You can wade across a stream; a big river calls for a stone bridge.
  • Lava burns whoever steps on it — and the river puts out the fire.
Principles 4 to 5

The enemy

Evil is not scenery waiting for you to show up. It is an opponent playing the same game, by the same rules.

04

Evil is a player

It grows, builds and takes over the map. Four lineages, each with its own way of advancing: the evil plant smothers, the undead pile up where people die, the vampire converts whoever it kills, and the demon marches.

  • Player cities produce and protect; monster cities spread and summon.
  • It thinks, and you can understand what it is thinking: it picks a goal and sticks to it, shows its intent before acting, and does not cheat.
  • A mine it takes becomes its colony, and you can take it back: what is lost while nobody plays is recovered by playing.
  • It grows where players are not — and the game pulls you there.
05

Evil needs resources — and fights over the same mines

Iron, coal, gold and silver. Evil invents nothing: whatever it has, it extracted from the map, with a colony over a vein, just like players do. It uses iron and coal to arm itself; gold and silver it occupies only so players can’t have them.

  • Silver is the metal that hurts evil — which is why it is the first thing evil wants to take from you.
  • The army that marches on the Crystal is paid for with what it mined.
  • That is why you can win without killing: cutting off its supply is a strategy.
Principles 6 to 10

The player

Your character is the record of what you did: what you learned by practicing, what you crafted and what you helped build.

06

Your class decides how you play, not the numbers

What sets classes apart is what each one can do, not bigger numbers. Each one fully masters its own field and only lightly touches the others — which is why none of them is enough on its own.

  • The Adventurer wields every weapon; the Mage masters every element; the Merchant crafts anything and raises buildings.
  • Crossing the map costs time and risk: that is why caravans exist, and a Merchant without an escort never arrives.
07

Every item is made by a player

The world only produces raw materials. No NPC sells equipment, and bosses drop materials, never finished items. Every item carries the name of whoever made it.

  • Anyone can gather any resource; turning it into something is the Merchant’s job — they craft the items and mint the coins.
  • A piece can come out of the forge with slots for monster souls, which fuse into it forever.
  • And outside the game there is no shop either: nothing can be bought with money.
08

You learn by doing

There is no screen for spending points to improve a skill: it only gets better through use. The points you earn by leveling up are for unlocking new skills and for passives — the rest is practice.

  • Each skill has 30 mastery levels, and every level unlocks an improvement to it.
  • In crafting, practice belongs to each recipe: forge a thousand simple swords and you make the best simple swords — and only those.
  • Every piece comes out with a random quality, from shoddy to perfect; the more practice, the better your odds.
09

Level cap 99, and attributes come from level

Attribute points come from leveling up, so at level 99 everyone has the same amount. What sets two characters apart at the top is what each one practiced and what each one wears.

  • Six attributes: Strength, Agility, Vitality, Intelligence, Dexterity and Luck.
10

Cities grow — and the cost of keeping one is defending it

A guild city has workbenches — for refining, weapons, armor and accessories — that anyone can use by paying the fee the leader sets. It levels up through use, and no building inside it can exceed its level.

  • There is no upkeep tax and no decay over time: an abandoned city doesn’t rot — it gets taken.
  • Every successful enemy attack drops the city one level.
  • No city does everything alone: one that only has a forge depends on another’s refinery — and that is where politics between guilds is born.
Principle 11

The style

The way all of this is told.

11

Anime style: you have to feel like you are in an episode

The style comes from silhouette, camera, colors and line work. Every class has to be recognizable by its shadow alone — and no equipment may erase that shape.

  • Characters and monsters are eight-direction sprites; the map and scenery are 3D.
  • The camera rotates in 45° steps, and characters stay whole at every angle.
The real world inside the game

Game time is real time.

The sky is Brasília’s, right now

The sun and moon in the game are where they are in the real sky, with the real moon phase. The light moves with them: golden at sunset, moonlit blue at night.

Night shrinks your vision

At night you see less — and the moon matters: a high full moon lights more than a moonless night.

Light pushes back the dark, and gives away whoever carries it

Torches, the Light spell and campfires push back the dark. But whoever carries the light is seen from afar by those in the dark — not the other way around.

What you can’t see, you can’t target

True fog of war: behind a tree, nobody sees you. Outside your vision there are no attacks or spells, and anything never explored is black.

All of this is in development: the principles guide what is being built, and the devlog tells what has already left the drawing board. Have an idea that fits them — or one that challenges them?