This document defines the four biomes of the game world, a seamless open environment spanning 10 kilometers by 10 kilometers. The world is presented as a single contiguous landscape where biome borders blend gradually into one another rather than snapping between hard zones. Players move continuously across terrain that shifts in color palette, weather, fauna, and traversal challenge as they progress.
The setting is a mutated Earth. The world is recognizably our own — temperate forests of oak and pine, arctic tundra, desert mesas, tropical coastlines — but every biome has been corrupted by two compounding events of the long-past collapse referred to in placeholder terms as the [CATACLYSM]: an extraterrestrial biological incursion that introduced alien flora and fauna to the surface, and a sustained radiation event that mutated native Earth life.
The world the player explores is the result of both forces overlapping on top of pre-collapse Earth ecology. This creates a layered ecological signature that should be consistent across all four biomes: Native Earth baseline, Mutation layer, and Alien layer.
The most visible physical scar of the cataclysm is the field of floating islands suspended above the world: enormous chunks of land torn from the surface, drifting at varying altitudes, hosting their own self-contained micro-ecosystems. Cities, lakes, forests, and structures persist on these islands, frozen in mid-fall like a world interrupted.
The defining traversal pillar of the world is vertical depth. Every biome must be designed with three interlocking layers, each meaningfully explorable through the flight mechanic:
Every region of the map must offer all three layers within a reasonable traversal range. The vertical density of content — not horizontal sprawl — is the primary expression of scale in this world.
Northern band, ~0–2.5 km on Y axis
Subzero year-round; severe wind chill at altitude; storm cycles every in-game day
Cold blues, sterile whites, slate gray, accents of pale cyan from auroras; alien magenta at floating-island concentration points
The Arctic is the coldest and most visually open of the four biomes, intended to evoke a sense of immense scale and isolation. Visibility shifts dramatically with weather — clear days reveal floating islands miles distant, while blizzards reduce sight to mere meters. The biome is designed to feel uncomfortable on the surface but breathtaking from the air. Earth/alien contrast is especially stark here: the surface biome is largely native — boreal forest, glacial landscape, terrestrial fauna — while the floating islands are heavily alien-colonized.
The sky layer above the Arctic is the most spectacular in the game. The northwest corner of the map — the Shatter Field — is choked with hundreds of small to mid-sized floating ice islands suspended at varying altitudes, with the densest cluster between +150 m and +300 m. Ice crystals catch the low arctic sun and refract auroras even during the daytime. Larger floating islands here carry intact frozen spruce and fir forests, abandoned waystations, and frozen lakes on their upper surfaces. The undersides of the largest islands are coated in alien growth — visible from below as drifting magenta and cyan masses against the pale ice. Wind streams between islands create natural flight corridors.
The surface is a landscape of glaciers, fractured ice plains, and jagged snow-covered mountain ridges anchored by stunted boreal forest. Recognizable mutated black spruce and balsam fir grow in clusters along the more sheltered slopes. Snow drifts dynamically based on wind direction, occasionally burying small pre-cataclysm structures — research stations, weather monitoring outposts — and revealing them again. The terrain is rarely flat — even open plains are subtly broken by pressure ridges, frozen rivers, and the protruding tops of buried structures.
Glacial crevasses descend hundreds of meters into the ice. The deepest of these — the Sapphire Trench landmark — open into vast caverns carved by ancient meltwater. The depth layer preserves the purest pre-collapse Earth ecology: frozen specimens of normal-sized terrestrial life predating the radiation event, visible inside the clear ice walls. The depth layer is also the only place in the world where intact pre-cataclysm machinery survives unweathered, making it the highest-tier loot biome at depth.
The signature landmark of the Arctic biome. A 3 km² zone where the cataclysm's effects are at their most visible — hundreds of land fragments suspended in the air, some still slowly drifting. Each island carries its own miniature ecosystem. The largest island, Mother Island, is roughly 800 m across and hosts an intact pre-cataclysm observatory now half-overgrown with Crystal Filament.
An enormous fissure in the ice, narrow at the surface but expanding into cathedral-sized chambers below. Walls glow faint blue from compressed ancient ice; preserved specimens of pre-collapse Earth fauna are visible inside the ice walls as the player descends. At maximum depth, the trench opens into a partially flooded cavern containing the wreckage of a pre-cataclysm research vessel.
A multi-tiered pre-cataclysm astronomical facility, partially intact, repurposed as the operational base of the Sky Nomads. The observatory's central dome is cracked open to the sky, with a faction-built encampment ringing it. Alien growth has colonized the outer structure but the human-built interior remains cleared by the faction.