Game concepts

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Razor Trail Survivors aims to combine many game elements and mechanics into a coherent, fun, deep and long-lasting experience. While most progression in the game can be made while idle, there are many areas where direct interaction is needed or helpful. Here is a list of the most important concepts and their explanation.

Actions[edit | edit source]

Actions are, as the name implies, processes executed by the player in order to achieve a result, for example smelt steel. Usually actions have a related skill, a base timer, a set of requirements, a base success rate and one or more results.

In the smelt steel example, the related skill is crafting, the base timer is 70 seconds, the requirements include having 2 units of iron and 1 unit of coal, the base success rate is 95% and the results are the production of 1 unit of steel and getting 9 XP.

Timer[edit | edit source]

Timer is a count-down of seconds until a certain action is executed. Base timer is the base value for a timer that can be modified (usually decreased) by using tools or consumables.

Keep-alive[edit | edit source]

Keep-alive is a simple captcha that pops-up periodically and stops the game execution. This is used to prevent complete idle playing and give a small advantage to active players.

Traveling[edit | edit source]

Traveling is an action that moves the player from one location to another, allowing him/her to perform actions available at the new location.

Equipment[edit | edit source]

Equipment is a general term that encompasses weapons, armor and tools.

Equipment tab is the menu tab where the player can view and equip their gear.

Inventory[edit | edit source]

Inventory is the set of resources, consumables and equipment the player is currently carrying.

The inventory tab can be accessed through the top menu at any time.

Effect[edit | edit source]

Effect is a temporary change to a player's stats or conditions. It can affect numeric variables (hitpoints, XP, damage, timers, etc) or others. Effects can be applied by equipment, locations, actions, enemies and consumables.

Houses[edit | edit source]

Houses are player-owned structures that allow their owner to store resources and equipment.

Gardens[edit | edit source]

Gardens are player-owned structures that allow their owner to plant and harvest vegetables using the gathering skill.