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.
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).
| Faction | Territory | Natural Enemies | Workable |
|---|---|---|---|
| Keepers of the Old Faith | Cathedral Highlands | Tech-Scavengers, Hollow Lords | Network, Forgotten |
| Tech-Scavengers | The Junkyards | Keepers, Forgotten | Hollow Lords, Network |
| Hollow Lords | The Pit | Keepers, Network | Tech-Scavengers, Forgotten |
| Network | The Switchyard | Hollow Lords, Forgotten | Keepers, Tech-Scavengers |
| The Forgotten | The Drowned Quarter | Tech-Scavengers, Network | Keepers, 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.
| Tier | Range | What It Means |
|---|---|---|
| Hated | −100 to −76 | Attack on sight in their territory and outside it. Bounty posted. Named hunter within 3 in-game days. |
| Hostile | −75 to −26 | Attack on sight in their territory. No dialog, trade, or quests. Default for natural enemies after a pledge. |
| Unfriendly | −25 to −1 | Will not attack first but won't help. Trade refused. |
| Neutral | 0 to +24 | Coexistence. 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 +99 | Patrols protect claimed camps. −30% trade. Caravans every 3–5 days. |
| Hero | +100 | Faction 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
- 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.
- 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.
- A campfire and a storage crate. One of each per camp. NPCs with nowhere to drop their day's work will leave.
- 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
+5 wood/day from Logging Camp.
+5 ore/day from Mining Outpost.
+5 herb/day from Fields.
Passive berries & mushrooms in camp radius.
Resets snares and gathers carcasses.
Vendors — turn loot into gold
Mans market stall, auto-sells junk-flagged loot.
Required for Trade Post daily gold.
Buys stolen / contraband at +50% over normal.
Three slots per Grand Bazaar, rotating rare goods.
Ally Fighters — guards & followers
Mans watchtower, ranged crossbow alert.
Patrols gates and palisade. Two tents required.
+30% turret accuracy, +20% fire rate.
Elite companion + 3-NPC squad (each needs a tent).
Personal party follower, uses your loadout.
+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.
| Key | Action |
|---|---|
| W A S D | Move |
| Space | Jump |
| Shift | Sprint |
| C | Crouch |
| Mouse | Look / aim |
| LMB | Primary attack / fire |
| RMB | Aim down sights |
| R | Reload |
| E | Interact / loot |
| F | Toggle camera (3rd / 1st person) |
| Tab | Inventory |
| M | Map |
| B | Build mode (Township) |
| N | Recruit menu (at Recruit Post) |
| P | Profession trees |
| Esc | Pause / 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.
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
| Abbr | Name | What It Drives | Archetype |
|---|---|---|---|
| BIO | Biomass | Max HP, healing, toxin resist, food & harvest yields | Survivor / Forager / Medic |
| NEU | Neural Integrity | Gadgets, stealth, perception, traps, rifle accuracy | Hacker / Scout / Sniper |
| KIN | Kinetic Efficiency | Melee & gun damage, stamina, sprint, armor defense | Bladesman / Gunfighter |
| QNT | Quantum Aptitude | Salvage, rare drops, crystal & anomaly yields | Salvager / Anomaly Hunter |
| SYN | Synthetic Affinity | Turrets, building, craft quality, recruit cap, reputation | Architect / Quartermaster |
| CHR | Chronal Stability | Temporal tools, stasis, rewind, anomaly resist | Chrono-Operative |
| ENT | Entropic Resistance | Durability, repair, spoilage reduction, salvage drones | Reclaimer / Preserver |
| GRA | Gravitic Harmony | Fall resist, zero-G, gravity sentries, mass drivers | Orbital / 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:
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
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
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)
| Method | Path | Purpose |
|---|---|---|
| GET | /api/stats/primary | Eight primary attributes (BIO–GRA), colors, affinity effects |
| GET | /api/stats/catalog | Full derived-stat catalog (37+ stats) |
| GET | /api/stats/caps | Soft / hard caps and diminishing-return tables |
| GET | /api/stats/effects | Affinity → combat / harvest / craft effect map |
| GET | /healthz or /api/healthz | Liveness probe for deploys and load balancers |
Accounts & Characters (fleet API)
| Method | Path | Purpose |
|---|---|---|
| POST | /api/accounts/upsert | Create / update account from Grudge ID session |
| GET | /api/accounts/{grudgeId} | Load account bag + profile |
| GET | /api/characters | List characters for the signed-in player |
| POST | /api/characters | Create 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.
| Endpoint | Contents |
|---|---|
/api/v1/attributes.json | 8 attributes + formulas |
/api/v1/weapons.json | Weapons by category × tier |
/api/v1/armor.json | Cloth · leather · metal · gem |
/api/v1/materials.json | Crafting materials |
/api/v1/consumables.json | Foods, potions, engineer items |
/api/v1/professions.json | Professions + recipes |
/api/v1/factions.json | Faction lore / metadata |
/api/v1/enemies.json · bosses.json | Encounter tables |
/api/v1/terrain.json | Biome presets |
/api/v1/ai.json | Behavior trees / entity states |
CDN & 3D Assets
| Base | Use |
|---|---|
https://assets.grudge-studio.com/grudge-nexus/ | Nexus / Grudges icons, genetics, UI packs |
…/models/characters/{gender}/{id}.gltf | 12 baked Nexus grudge toons (Ground + survival preview) |
VITE_ASSET_CDN_URL | Client 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/*
};
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.