Landing today, the largest update for Landmark so far is set to shake the foundations of the game. We were lucky enough to get a guided tour of what’s inbound from Director of Development Dave Georgeson and Senior Producer Terry Michaels.
After much time spent on polishing the building tools and laying the foundations of core systems, SOE is ready to unleash some features that signal a leap forward towards the game's ultimate destination. While Landmark has provided an excellent canvas for builders, the time has come to add the elements that make Landmark a full game, and this update includes a sizeable chunk of them.
There’s so much, in fact, we’re going to break it down into sections for the sake of clarity. There will be some overlap, but it’ll save me from going insane as my nerd brain tries to communicate all the awesome all at once. Have you ever heard a 7 year old excitedly explain Minecraft to a patient relative? It would be like that.
The Cave System
There are already surface caves to run around and get lost in, but this update is going to push them all the way down through Landmark’s massive underground space. As players travel deeper through the five layers the risks get riskier as the rewards get rewardier.
Featuring developer and player-made structures and points of interest, much larger caverns will be scattered underground, these will be the best places to find monsters and are intended to be quite a challenge for a lone player.
The team want these places to feel dangerous and to have an element of risk, which is why teleporting works a little differently underground.
A temporary change for this update actually sees the removal of surface caves, so we won’t be running down into the network from the surface for a while. Access to the underground areas will be via the Leyline point at the Hub. Surface caves are due to return for open beta, when the islands will be reformed. This means there is no chance currently that players will lose a claim to a pesky cave placement.