How It Plays · Nexus Systems

The Surface Won't Save You. Build Something That Will.

Combat, crafting, camp construction, AI hires, defense, and the politics of survivor diplomacy — plus the shared Nexus API that powers Grudges survival, Voxel-era worlds (Grudges lead), and other fleet titles that share the same attribute APIs.

Playstyle

Grudges plays as a third-person action RPG with optional first-person aim. You start as a survivor — one blade, one coat, one grudge. Everyone else you meet is a survivor too. The whole game is the question of who you let into your camp, what you build there together, and who you raise a banner against.

There is no main quest railroading you toward a final boss. There is only the camp you anchor, the allies you take in, the guild you found, the faction you pledge to, and the four other banners that turn on you the day you do.

The Survivor's Loop

  • Survive alone first — explore, harvest, craft, raise a wall.
  • Recruit NPC survivors at your Recruit Post. Each one settles in your camp.
  • Pledge to one of the five factions, or stay independent and trade with all of them.
  • Found a Guild at your Meeting Hall — your banner, your charter, your shared reputation.
  • Grow your settlement: Camp → Tribe (5 allies) → Village (10) → Town (20).
  • Defend what you've built against raids from the four factions you didn't pledge to.

Living NPCs — Same Rules As You

This is the load-bearing rule of the whole game: every NPC runs the same systems you do. Your hired Woodcutter, the wandering survivor at the crossroads, the Hollow Lord raider chief — they all share the same stat sheet, the same profession trees, the same XP table, the same perks, the same combat math, the same building and crafting recipes. Nothing is scripted “for the AI” and nothing is scripted “for the player.” There's just the system, and everyone is in it.

What That Means In Practice

Same Nexus Attributes

Every NPC rolls the same eight Nexus attributes you do — in the same range. You can inspect any NPC and read their sheet exactly as you'd read your own. See the Stats Guide for the 37 derived stats each one drives.

BIO NEU KIN QNT SYN CHR ENT GRA

Same Professions

NPCs have the same seven professions and 35 branches available. A hired Miner has Gathering ranks. A raider Captain has Combat ranks. You can see what they've learned.

Same XP Table

NPCs gain XP from the same triggers you do — at half rate by default. Your Woodcutter chops trees and gains Gathering XP. A raider who downs your Sentry gains Combat XP. They level up while you sleep.

Same Perks

When an NPC ranks up a branch, they pick a perk from the same tree you'd pick from. Your hired Mercenary can run signature-weapon bonuses. A faction raider can bring backstab kills, lockpicks, or grenade demolitions to your gate.

Same Crafting & Building

Allied NPCs can be assigned to a workbench and will craft from your unlocked recipe list using shared chest materials. Raiders can build siege ladders and place portable rams against your wall during a long assault.

Same Death

NPCs use the same HP / armor / damage formula you do. There are no “elite” stat buckets — a high-rank veteran raider is genuinely scary because they have the same perks you've been earning. Likewise, a level-20 hired Captain genuinely carries fights.

Recruit smart. A Woodcutter with Gathering rank 4 outproduces three rank-1 Woodcutters. A Captain who's been in a dozen raids has perks that turn the tide of the next one. Equally, a Hollow Lord warband that's been raiding the surface for a year has earned every perk they're going to use on you.

"There are no monsters here. There are only people who've had more time to practice." — Network field notes, Sector 7

Combat & Professions

Seven professions. Five branches each. Four ranks per branch plus a Master capstone. Every profession costs the same to fully master (95 skill points), so no one path locks you out of another.

Combat

Pistol, Rifle, Blades, Hammers, Theft. Each branch is a complete weapon path — wield its signature item for +25% Combat XP.

Hunting

Fishing, Animals, Bounty contracts, Tracking, Trapping. Set passive snares; chase rare bounties; reveal map fog as you walk.

Gathering

Forestry, Mining, Permafrost, Rift Crystals, Salvage. Each tier unlocks a new biome or wreckage type to harvest.

Crafting

Equipment, Bladesmith, Gunsmith, Armour, Tinkering. Tinkering unlocks gun attachments and prototype gadgets.

Chemistry

Cooking, Goos (potions), Demolitions, Toxicology, Refining. Brew poisons, refine ore, transmute crystal.

Survival

Combat Training, Resolve, Endurance, Wilderness, Veterancy. Biome resists stack into damage bonuses.

Township

Leadership, Buildings, Trade, Diplomacy, Defenses. Where the camp comes from — and where the hires live.

Mastering a profession requires fan-in from all five of its branches at rank 4 plus the 20-point Master skill — a total of 95 points per profession. With a budget of around 150 points, you'll master one profession and dabble heavily in two others. Or spread thin across all seven and master none.

Camp Building

Township's Buildings & Prosperity branch unlocks the modular kit — floors, walls, doors, windows, frames, stairs, roofs, balconies, even chimneys. Pieces snap to a uniform grid so you can stack a clean keep without hand-tweaking scales. Material cost drops 10–25% as you climb the ranks.

What You Place

Foundation Pieces

  • Modular floors (wood, brick, dark wood)
  • Walls, doorframes, windows (with shutters)
  • Stairs, balconies, roof tiles
  • Overhang plaster, metal fence

Function Pieces

  • Workbenches, armory chests, drawers
  • Beds (respawn anchor)
  • Banners (morale aura)
  • Recruit Post (hire NPCs from here)
  • Trade Post, Embassy, Bazaar (faction infrastructure)
"Build the wall before the bed. The bed can sleep on dirt. The wall cannot be put up after the raid arrives." — Township handbook, anonymous

Settlement Tiers

Your camp grows by counting the survivors who actually live there — hired NPCs, joined wanderers, recruited refugees. Cross a population threshold and the camp ranks up automatically. Each tier unlocks new building schematics, infrastructure, and faction reactions.

Tier Thresholds

Camp · 1–4 allies

You and a handful of hands. Workbench + chest + bed. Manual harvesting only. No faction notice.

Tribe · 5+ allies

Unlocks a shared cooking pot (passive food regen for everyone in radius) and a morale aura (+10% hire combat damage). +50 township XP.

Village · 10+ allies

Unlocks Trade Post payouts (gold per day from caravan routes) and tier-2 building schematics (palisade, watchtower, embassy). +80 township XP.

Town · 20+ allies

Unlocks Bazaar slots (3 rotating rare-goods vendors), tier-3 schematics (fortress keep, auto-turret, gate), and the Town Banner — your reputation broadcasts to every Network camp on the map. +120 township XP.

Allies count if they sleep in your camp's bed-roster. Lose enough population (death, desertion after a defeat) and your settlement drops a tier. Tier-down doesn't refund the XP, but it does revoke the unlocks until you re-cross the threshold.

"Five hands and a fire is a tribe. Ten hands and a wall is a village. Twenty hands and a banner is a town. Thirty hands and no plan is a graveyard." — Network proverb

Guilds & Factions

Every actor in Grudges — you, every wanderer, every hire, every raider — carries a five-element reputation vector, one number per faction. The number is what governs whether a Keeper paladin nods at you on the road or charges you with a relic-hammer. It is also how the AI factions decide who is worth raiding next.

The Alliance Matrix — Pledging To One Pisses Off Two

The five factions are not arranged in a friendly circle. Each faction has two natural enemies and two workable relations. Pledging to one drops the two natural enemies straight to Hostile reputation; the two workable factions stay at Neutral or shift slightly down. You cannot be pledged to more than one faction at a time (with one quiet exception — see Forgotten).

FactionTerritoryNatural EnemiesWorkable
Keepers of the Old FaithCathedral HighlandsTech-Scavengers, Hollow LordsNetwork, Forgotten
Tech-ScavengersThe JunkyardsKeepers, ForgottenHollow Lords, Network
Hollow LordsThe PitKeepers, NetworkTech-Scavengers, Forgotten
NetworkThe SwitchyardHollow Lords, ForgottenKeepers, Tech-Scavengers
The ForgottenThe Drowned QuarterTech-Scavengers, NetworkKeepers, Hollow Lords

The Reputation Ladder — Eight Tiers, Hated to Hero

Reputation runs from −100 to +100 per faction. Cross a threshold and the faction's behavior toward you changes overnight.

TierRangeWhat It Means
Hated−100 to −76Attack on sight in their territory and outside it. Bounty posted. Named hunter within 3 in-game days.
Hostile−75 to −26Attack on sight in their territory. No dialog, trade, or quests. Default for natural enemies after a pledge.
Unfriendly−25 to −1Will not attack first but won't help. Trade refused.
Neutral0 to +24Coexistence. Base prices. Default starting state with all five.
Friendly+25 to +49−10% trade. Standard contracts. Guards warn off other-faction hostiles.
Honored+50 to +74−20% trade. Guards intervene. Faction-signature gear recipes unlock.
Allied+75 to +99Patrols protect claimed camps. −30% trade. Caravans every 3–5 days.
Hero+100Faction reinforces your camp during raids. Unique cosmetic set + named champion hire. One Hero faction at a time.

Factions Are AI Players

This ties back to the Living NPCs rule and extends it. Each faction is run by a top-level AI that plays the same game you do, on the same map, with the same systems:

  • They expand by claiming territory. Same claim flag recipe, same 80 m radius, same raid attraction. Their flag is the faction sigil.
  • They build small camps. Tent + campfire + crate + flag, then upgrade — same buildable list, gated by the same recipes.
  • Their NPCs level professions and perks. They are not “elite enemies” — they are NPCs who outleveled you.
  • They raid their natural enemies. Keepers raid Scavenger junkyards. Hollow Lords raid anyone near The Pit. The Network sells locations instead.
  • They have your same recruitment requirements. No flag, no recruits. No tent, they walk off.

Found a Guild

Build a Meeting Hall (Diplomacy 2), sign the charter, paint your claim flag — that flag becomes the guild logo. Guild members share a reputation pool.

Pledge to a Faction

Visit a faction Embassy and swear in. Gear, contracts, and territory bonuses. Two natural-enemy factions drop to Hostile immediately.

Stay Independent

Trade with all five at base prices but unlock none of their signature gear or contracts. Most players pledge once they hit Village tier.

Switch Sides

Renouncing costs a −50 reputation hit on the abandoned faction and a one-week cooldown before you can swear to another.

AI Harvesting

Once your camp is standing, you don't have to swing every axe yourself. Township's Buildings branch unlocks harvester hire types as you rank up. Each one needs a small support structure to live and work in.

How Harvesters Work

  • Recruit through dialog at a wandering NPC encounter — see Recruitment & Claim Flag. No gold cost; you need a tent for them and a flag in your camp.
  • Each harvester walks to assigned resource nodes within their building's radius (around 80 m of camp).
  • They harvest on a slow tick and deposit yields into the nearest storage chest.
  • They draw zero combat duty — they will flee from raiders. Defend them, or don't recruit them.
  • Harvesters count against your Recruit Cap (Leadership ranks 1, 3, 4 raise it).

Woodcutter

Buildings rank 2. Logging Camp. Around +5 wood/day.

Miner

Buildings rank 3. Mining Outpost. Around +5 iron/day, occasional copper.

Farmer

Buildings rank 4. Field. Around +5 herb/day, rare herbs possible.

Forager

Gathering / Forestry rank 2. Passive berries & mushrooms in camp radius.

Trapper

Hunting / Trapping rank 3. Resets snares and gathers carcasses.

Camp Defense

The Township Defenses branch is your wall and your watch. Each rank adds a layer: first detection, then walls, then automation, then a fortress that can shrug off a faction warband.

Defense Layers

Rank 1 — Watchful

Unlock the Watchtower. Hire a Sentry to mount it — minimap ping on hostiles + basic crossbow.

Rank 2 — Sturdy Walls

Walls take +50% HP. Build the Iron Gate and Palisade; hire Gate Guards in pairs.

Rank 3 — Auto-Turret

Place Auto-Turrets. A hired Turret Gunner grants +30% accuracy and +20% rate of fire.

Rank 4 — Fortress

+25% HP on every camp building. Turrets fire +50% harder. Hire a Captain with a 3-NPC squad.

Without a hire, your watchtower is decorative and your turret fires at base accuracy. Buildings are the bones — survivors are the muscle.

Recruitment & The Claim Flag

Allies don't cost gold. They cost conversation and infrastructure. Whether they join comes down to four things, in order:

The Four Requirements

  1. A successful dialog. Usually a Nexus-attribute check (SYN for social/recruit, KIN for combat roles, NEU for scout/trap, ENT for endurance roles) at a difficulty that scales with the role's tier.
  2. A claim flag in the area. Player-painted 64×64 image on a 3 m pole. Doubles as your guild logo. No flag = no recognized camp.
  3. A campfire and a storage crate. One of each per camp. NPCs with nowhere to drop their day's work will leave.
  4. One personal tent per recruited member. No tent, no sleep. They walk off at dawn. Gate Guard pairs need two tents.

The Claim Flag Is A Statement

  • Enables recruitment. No flag, no claim, no allies.
  • Defines guild identity. Your flag is the guild logo for every member.
  • Invites raids. Bigger camp + higher faction tension = sooner first raid (often 1–3 in-game days in contested ground).
  • Stakes an 80 m radius. Recruitment, raid spawning, defense bonuses, and ally morale all key off the flag's position.

The Hire Roster

Fifteen NPC roles across three families. None cost gold. Each has a recruit method (dialog / attribute check) and counts against either your Recruit Cap (camp staff) or your Follower Slots (party companions). All require flag + campfire + crate + their own tent.

Harvesters — gather while you sleep

WoodcutterSYN 8 · Logging Camp · Buildings 2

+5 wood/day from Logging Camp.

MinerSYN 8 · Mining Outpost · Buildings 3

+5 ore/day from Mining Outpost.

FarmerSYN 8 · Field · Buildings 4

+5 herb/day from Fields.

ForagerSYN 7 · Forestry 2

Passive berries & mushrooms in camp radius.

TrapperNEU 10 · Trapping 3

Resets snares and gathers carcasses.

Vendors — turn loot into gold

Stall VendorSYN 9 · Market Stall · Trade 1

Mans market stall, auto-sells junk-flagged loot.

Caravan MasterSYN 11 · Caravan Cart · Trade 2

Required for Trade Post daily gold.

Fence3+ theft acts · Market Complex · Trade 3

Buys stolen / contraband at +50% over normal.

Bazaar MerchantSYN 13 · Friendly faction · Trade 4

Three slots per Grand Bazaar, rotating rare goods.

Ally Fighters — guards & followers

SentryKIN 8 · Watchtower · Defenses 1

Mans watchtower, ranged crossbow alert.

Gate Guard (pair)KIN 10 · Gate / Palisade · Defenses 2

Patrols gates and palisade. Two tents required.

Turret GunnerSYN 12 · Turret · Defenses 3

+30% turret accuracy, +20% fire rate.

CaptainSYN 14 · Named captain or war contract · Defenses 4

Elite companion + 3-NPC squad (each needs a tent).

MercenarySYN 10 + KIN 8 · Neutral rep · Leadership 2

Personal party follower, uses your loadout.

Diplomat EnvoySYN 12 · Friendly faction · Embassy · Diplomacy 3

+1 faction reputation per day while manning embassy.

Diplomacy & Surface Communication

The surface has no central government — only fragments. Township's Diplomacy branch is how you weave them together (or pry them apart). Every faction, every wandering survivor, every ally caravan is an agent that remembers what you've done.

Tools of the Diplomat

  • Smooth Talker (rank 1) — friendly NPCs in your camp passively heal you for 1 HP/sec.
  • Faction Standing (rank 2) — +10% reputation gain with all factions; build a Meeting Hall.
  • Treaty Maker (rank 3) — unlock the Embassy, mannable by a Diplomat Envoy for passive reputation gain.
  • Crown Bearer (rank 4) — friendly factions send a gift caravan once per week.
"We share warnings before we share food. That order matters." — Network charter, fragment

Controls

Default keybinds. Most can be remapped in the in-game settings.

KeyAction
W A S DMove
SpaceJump
ShiftSprint
CCrouch
MouseLook / aim
LMBPrimary attack / fire
RMBAim down sights
RReload
EInteract / loot
FToggle camera (3rd / 1st person)
TabInventory
MMap
BBuild mode (Township)
NRecruit menu (at Recruit Post)
PProfession trees
EscPause / settings

Nexus API Systems

Grudges is the flagship voxel-era survival MMO (product era voxel only; a separate “nexus” product era is deferred). Its character, stats, and catalog APIs are still shared across the fleet — titles read the same eight attributes (BIO…GRA), the same derived-stat catalog, and the same asset CDN — so a survivor sheet, a VoxGrudge loadout, or a Nexus Ground toon all speak one language.

One identity, three eras. Grudge ID SSO (id.grudge-studio.com) authenticates the player. Character records and bags live on the fleet character API. Definitions (weapons, materials, attributes, professions) come from ObjectStore / catalog JSON. Runtime icons and GLTF toons resolve from assets.grudge-studio.com.

The Eight Nexus Attributes (SSOT)

Live reference: /api/stats/primary · full guide: Stats Guide

AbbrNameWhat It DrivesArchetype
BIOBiomassMax HP, healing, toxin resist, food & harvest yieldsSurvivor / Forager / Medic
NEUNeural IntegrityGadgets, stealth, perception, traps, rifle accuracyHacker / Scout / Sniper
KINKinetic EfficiencyMelee & gun damage, stamina, sprint, armor defenseBladesman / Gunfighter
QNTQuantum AptitudeSalvage, rare drops, crystal & anomaly yieldsSalvager / Anomaly Hunter
SYNSynthetic AffinityTurrets, building, craft quality, recruit cap, reputationArchitect / Quartermaster
CHRChronal StabilityTemporal tools, stasis, rewind, anomaly resistChrono-Operative
ENTEntropic ResistanceDurability, repair, spoilage reduction, salvage dronesReclaimer / Preserver
GRAGravitic HarmonyFall resist, zero-G, gravity sentries, mass driversOrbital / Force Adept

There are no class roles (no knight / mage / ranger kit). Survival origins + point-buy on these eight stats define your build. Nexus Ground and fleet toon deploy use the same model.

Survival · Voxel · Nexus Eras

How each Open-library era consumes the Nexus stack:

Survival era

Grudges · Surface ARPG

Third-person survival on the surface. Full professions, camps, factions, living NPCs.

  • Host: grudges.grudge-studio.com
  • Stats: /api/stats/* (this origin)
  • CDN pack: assets…/grudge-nexus
  • Characters: fleet /api/characters
  • Play: camp · recruit · raid · guild
Voxel era

VoxGrudge · GRUDOX worlds

Block / voxel titles (VoxGrudge, Z-Brawl, Mine-Loader, Island Life, …) share account identity and can pull Nexus catalog items for loot and craft tables.

  • Library filter: Voxel on Open
  • Auth: Grudge ID SSO (shared)
  • Catalog: ObjectStore /api/v1/*
  • Optional: map BIO–GRA into voxel combat
  • CDN: game-specific + shared icons
Voxel era · lead

Space RTS · Carrier · Ground

Nexus Ground deploys 12 baked grudge toons with survival origins and the 8-stat sheet — no class roles. Carrier / mech / metaverse slots share the era shelf.

  • Ground: grudge-space-rts…/ground
  • Toons: CDN models/characters/{gender}/{id}.gltf
  • Stats: same BIO–GRA + origins
  • Items: survival-derived nexus loadouts
  • Open filter: Nexus

API Endpoints

Public JSON surfaces used by Grudges and sibling Nexus-era clients. Prefer caching; definitions change only on deploy.

Stats & Catalog (Grudges origin)

MethodPathPurpose
GET/api/stats/primaryEight primary attributes (BIO–GRA), colors, affinity effects
GET/api/stats/catalogFull derived-stat catalog (37+ stats)
GET/api/stats/capsSoft / hard caps and diminishing-return tables
GET/api/stats/effectsAffinity → combat / harvest / craft effect map
GET/healthz or /api/healthzLiveness probe for deploys and load balancers

Accounts & Characters (fleet API)

MethodPathPurpose
POST/api/accounts/upsertCreate / update account from Grudge ID session
GET/api/accounts/{grudgeId}Load account bag + profile
GET/api/charactersList characters for the signed-in player
POST/api/charactersCreate character (origin + attribute point-buy)
GET/api/characters/{id}Fetch one character sheet
PUT/api/characters/{id}Update sheet, loadout, camp flags

Auth: Grudge ID cookie / bearer from https://id.grudge-studio.com. Cross-origin games must be on the fleet CORS allowlist.

ObjectStore Catalog (definitions)

Static gamedata JSON (weapons, armor, materials, attributes, professions, AI, terrain). Use for loot tables and tooltips in any era client.

EndpointContents
/api/v1/attributes.json8 attributes + formulas
/api/v1/weapons.jsonWeapons by category × tier
/api/v1/armor.jsonCloth · leather · metal · gem
/api/v1/materials.jsonCrafting materials
/api/v1/consumables.jsonFoods, potions, engineer items
/api/v1/professions.jsonProfessions + recipes
/api/v1/factions.jsonFaction lore / metadata
/api/v1/enemies.json · bosses.jsonEncounter tables
/api/v1/terrain.jsonBiome presets
/api/v1/ai.jsonBehavior trees / entity states

CDN & 3D Assets

BaseUse
https://assets.grudge-studio.com/grudge-nexus/Nexus / Grudges icons, genetics, UI packs
…/models/characters/{gender}/{id}.gltf12 baked Nexus grudge toons (Ground + survival preview)
VITE_ASSET_CDN_URLClient env override for the R2 custom domain

Integration Snippets

Minimal browser examples for survival, voxel, and nexus clients.

Load primary stats (any era)

const BASE = 'https://grudges.grudge-studio.com';

const primary = await fetch(`${BASE}/api/stats/primary`)
  .then(r => r.json());

// primary.primaryStats → [{ key:'bio', abbr:'BIO', label:'Biomass', ... }, ...]
for (const a of primary.primaryStats) {
  console.log(a.abbr, a.label, a.archetype);
}

Catalog weapons (ObjectStore)

const STORE = 'https://molochdagod.github.io/ObjectStore'; // or fleet mirror

const weapons = await fetch(`${STORE}/api/v1/weapons.json`)
  .then(r => r.json());

// Prefer slug, never display name, as the stable key
const blade = weapons.categories?.swords?.items?.[0];
const icon  = `${STORE}/icons/weapons/${blade.id}.png`;

Nexus Ground deploy shape (survival origins, no classes)

// Character payload shared by Grudges + Nexus Ground
const survivor = {
  toonId: 'female/03',           // CDN models/characters/{gender}/{id}.gltf
  origin: 'scavenger',           // survival origin — not a class role
  attributes: {
    bio: 12, neu: 10, kin: 14, qnt: 8,
    syn: 11, chr: 7,  ent: 9,  gra: 8,
  },
  // derived stats computed client-side or via /api/stats/*
};
Best practices. Reference definitions by slug, instances by UUID (ITEM-… / char_…). Cache catalog JSON aggressively. Lazy-load by category — never bulk-fetch every endpoint on boot. Map Voxel combat numbers into BIO–GRA when you want cross-era loadouts; keep era presentation (voxel vs surface mesh) local to the client.