From camp to metropolis
Any player can found a settlement and free the surrounding land from the fog. With enough activity, it can grow through six stages, from camp to metropolis, and at each one the dome wins back new territory.
Eventide is where the rich mechanics of Vintage Story meet the idea of growing living space together. The fight against the creatures of the Rust and every act of creation push and hold the borders of civilization. This makes habitable land not something given, but a collective achievement.
Every clay pot fired, every pickaxe forged, every pie baked and every drifter defeated counts. One person’s actions help everyone else.
In Eventide, the world breathes with its people. When settlements are busy, the inhabited world grows. If they stay empty for long, its borders slowly contract. That is why it never feels too crowded or too empty.
In Eventide, two forces stand against each other: the Rust World, which brings decay, and Civilization, which unites people in pursuit of prosperity. The border between them is not fixed: you are the ones who draw it.
The fog is a spatio-temporal instability spawned by the Rust World. It lies wherever Civilization has not yet reached. Reality here is too fragile: you cannot mine, gather or build. The world in the fog seems put on pause, waiting to be reclaimed.
Civilization is made up of settlements and the domes above them, which cover entire valleys. Under a dome, space stabilizes, the fog disappears, and the full range of Vintage Story becomes available. Along with it come our own mechanics: settlement progression, freeholds, mines and enclaves.
Any player can found a settlement and free the surrounding land from the fog. With enough activity, it can grow through six stages, from camp to metropolis, and at each one the dome wins back new territory.
Civilization Points fill the progress bar of every settlement. They reward two main kinds of activity: fighting the monsters of the Rust World and creating items of any kind. The more dangerous the monster and the more complex the item, the more Civilization Points the settlement earns.
You can live in the settlement itself: it is more compact, but no spatial rifts from the Rust World open there. Or you can choose the freedom of the outskirts under the dome and set up your own spacious freehold in any scenic spot.
A settlement’s progress depends on the activity of every resident under its dome. That is why hospitality and good relations pay off here.
The fog presses on the outer edge of a dome. When the domes of neighboring settlements meet, part of that edge no longer touches the fog. This makes it easier for both to hold on and grow.
Settlements compete not for land, but for residents. Here, settlements don’t take — they attract. The one where people want to live wins.
The world of Eventide changes slowly: even an abandoned settlement takes at least a month to drain its dome. You don’t need to feel like a hamster on a wheel. You can go on holiday without worrying about losing your settlement.
Any translocator found and repaired under a settlement’s dome creates a small dome on the other side of the teleport, which also belongs to the settlement. This additional island of civilization is called an enclave. There you can find new translocators and build whole translocator chains, all the way to a pole or the equator.
How the Fog, settlement domes, civilization points, translocators and enclaves work, and why the Breathing World needs them.
An introductory devblog: what Eventide takes from Minecraft, New World and Ashes of Creation, and how it differs from them.
Open the server list in the Vintage Story lobby and type the name into search.