Distinguishing Features at a Glance:

All of these features are explained in full detail in the game guide. This is only a summary of some features included in the game. To find out more, click on the feature title.

-8 alignments, with 56 playable races, and 8 elementals!

-Dynamic, Player-Created Environments: Build and destroy houses and other structures, one wall at a time (no pre-fabricated buildings). Dig out terrain and pile it up elsewhere. Plant seeds, watch them grow, and harvest plants and lumber. Anything that can be created in the game can also be destroyed.

-Advanced Weather System: Genesis will have an advanced weather system much like the weather system in the real world. The conditions of the weather system can effect your character's disposition.

-Advanced Terrain System: Unlike other MMOGs, the environments in Genesis will be completely deformable. At the start of the game, it will be random and procedurally generated through 24 different Biomes.

-Dynamic, Chracter-centric Storylines/Quests: All quests and storylines are generated naturally based on the current state of the world; its political structures, economy, ecology, and so forth. A very advanced expert/logic system analyzes the state of the world and its inhabitants to create motivations and ambitions that drive your character to play their role.

-Reproduction and Permanent Death: Players have the ability to reproduce, but are also mortal (and can only be resurrected under very rare circumstances). However, player's offspring absorb a mix of their parent's traits, so they aren't forced to start from scratch. The player permanently resides in one spirit throughout the entire game, which can assume control of an available humanoid or creature upon corporeal death.

-Usage based skill system: Characters learn by doing. The more they practice, the better they become.

-Dramatic Camera System: A passive camera mode for everyday life, and an active camera mode for intense situations.

-Intelligent Music System: The music in Genesis flows and changes with your character's overall situation and circumstances.

-No AI Controlled Opponents or NPCs: Every player and creature (with the exceptions of fish, game, and livestock) is controlled by another human. Players can play as creatures that can evolve any manner of traits, allowing them to assume forms of classical mythological beasts or other creatures.

-Evolvable Beasts: Players playing a beast character can adapt to its environments by rapid evolution. Think, more than Evo, less than Spore.

-Advanced AI Architecture for Gods: The 8 gods in Genesis will have highly developed AIs, simulating emotion, conflict, and a believable entity able to interpret your statements and actions. The gods will be able to interact with the players and other gods in various ways.

-Open Content: In addition to building content within the game using the game's engine, players can contribute base content for the game (entities which must be built outside of the engine). Examples include music, artwork, models, and even some code and scripting. Of course, all content is approved for quality and appropriateness before it is included.

-Peer-to-Peer Cluster Networking Model: Genesis will use a unique server model that removes the need for monthly fees, while greatly reducing lag and server congestion. Essentially, server software is distributed freely to the players, who can set up their own local server clusters by using each of their computers as a node (server processing is non-intensive and can occur in the background while running the game).

-Open Funding Model: Players can decide how they want to fund this game. If we receive enough money to support the game development, we will release the game for free. If we must find alternate methods of funding to continue developing the game we may have to (as a last resort) accept a publishing deal. We are hoping that players will donate enough money to support this project independently, that way the game could be given out for free, and we would not be under a publisher's budget/time constraints.