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ANTI-EXTINCTION — COMPREHENSIVE FAQ

Covering Lore, Gameplay, Systems, and Philosophy
For Players, Investors, Press, and Collaborators


SECTION A: CORE CONCEPT & STORY


Q1: What is Anti-Extinction about?
A post-apocalyptic myth-tech survival game where the world wasn’t destroyed—it was rewritten.
The Maelstrom, a sentient storm of memory, grief, and resonance, emerged from a pre-Big Bang vibration buried in spacetime. You play as an FTSI Agent in a world haunted by what it forgot—tasked with stabilizing reality, recovering truths, and deciding what future survives.


Q2: Is this based on Fortnite: Save the World?
Yes. Anti-Extinction continues the spirit of Fortnite: Save the World’s unresolved narrative, reinterpreting the Storm as the Maelstrom, and evolving its mechanics into deeper world systems, lore, and consequence-driven design.
It’s not a clone—it’s the grown-up sequel the genre never got.


Q3: Is this story original? Where do the inspirations come from?
While rooted in Fortnite STW, the game fuses dozens of narrative inspirations:

  • Horizon Zero Dawn – Mythic technology, buried truths, world recovery

  • Dark Souls/Elden Ring – Oblique lore, emotional decay

  • Death Stranding – Symbolic extinction, loneliness, terrain-based truth

  • Destiny 2 / Fallout 4 – Faction tension, personal loss, alternate rebuilding

  • Macabre / Earthfall / Second Extinction – Regional horror, extraction gameplay

  • Star Citizen – Speculative science, real-scale zones, open planetary traversal

  • 2001: A Space Odyssey / Interstellar – Science as myth, time distortion

  • And 30+ additional layered references, including anime, real history, physics, and frontier tech.


SECTION B: LORE & WORLD STRUCTURE


Q4: What is the Maelstrom?
It is not a storm.
It’s the remnant frequency of a broken pre-universe, a recursive waveform buried in spacetime, encoded into dark matter. It remembers things the universe buried—grief, collapse, and extinction. It doesn’t kill. It resonates.


Q5: What are Dawn Nodes and Echo Wells?

  • Dawn Nodes are terra-tools—industrial storm stabilizers (inspired by Fortnite Stormshields) that deploy in the field, log local memory-fracture events, and control Maelstrom resonance.

  • Echo Wells are memory-storage relics—like Horizon’s Focus Points—but deeper: they don’t just show memory, they reconstruct it using environmental data, drift, and emotional context.


Q6: Are there “monsters”?
Yes, but not traditional ones.

  • Blightbeasts are fears given storm-shape.

  • Husks are people overwritten by the storm’s emotional frequency.

  • Maelborn are children or agents the storm reshaped—part person, part memory archive.


Q7: What factions exist?

  • Furr-Tec – The central holding corporation, post-collapse megastructure.

  • AEI (Anti-Extinction Initiative) – Secretive recovery faction, lore-tied to continuity planning.

  • STRIKE – Military-scientific faction with shadow ops history.

  • FTLS – Furr-Tec Lithography Systems: originally semiconductor engineers, now storm-adapted infrastructure creators.

  • FTSI (Furr-Tec Security Initiative) – You, the player. Agents trained to recover, stabilize, and decide the fate of Earth.


Q8: Is this a furry game?
Yes. All characters are anthropomorphic by design.
Not as a theme park gimmick—but as a world with biological evolution, mutation, and restructured societal design post-Maelstrom. The furry design supports expressiveness, cross-species philosophy, and identity realism.


SECTION C: GAMEPLAY & SYSTEMS


Q9: Is this an MMO, co-op game, or single-player?
Anti-Extinction is a multi-mode hybrid:

  • Solo – Full single-player experience with SNF-driven narrative

  • Co-op (2–4 player) – Mission-based recovery and Rift deployments

  • Post-Campaign Reclamation Mode – Persistent world with rotating zone logic and optional faction control


Q10: What is SNF (Sentient Narrative Framework)?
A modular system that allows the story to adapt to the player.
It doesn’t auto-generate quests—it shapes voice lines, Echo Wells, environmental responses, and narrative drift based on emotion, faction allegiance, and memory footprint.

NOTE: SNF is not used in every system—only where applicable to character-driven lore, narrative events, or zone-level interactions.


Q11: Is the world open-world or instanced?
Zones are modular open regions. Think Monster Hunter + Horizon with elements of Star Citizen’s sectorized logic.
Each zone has weather tiers, Maelstrom resonance classes, and factional dynamics that evolve over time.


Q12: Can the world be permanently affected by player action?
Yes. Via:

  • Dawn Node deployment history

  • Echo Well manipulation

  • Factional splits and drift consequences

  • SNF or authored story paths that fracture canon


SECTION D: INVESTORS & PRODUCTION


Q13: What is the commercial strategy for Anti-Extinction?
A premium experience first, modular extensions later:

  • Core campaign delivered as a full product

  • Optional expansions that do not gate core content

  • Cosmetic monetization model for co-op play

  • Cross-platform support: PC, consoles, high-spec mobile tiers


Q14: What makes Anti-Extinction different?

  • It’s the only game continuing Fortnite STW’s core promise

  • Real-world physics, disaster modeling, and quantum field concepts are woven into gameplay

  • Storytelling isn’t static—it adapts intelligently to player behavior

  • Echo Wells, SNF, and modular factional divergence allow true replay value

  • It doesn’t just ask “what if the world ended?” It asks, “what if the world remembered us wrong?”


Q15: Is this backed by any studio or publisher?
Anti-Extinction is an original IP by Furr-Tec Studios, operating independently.
All systems—lore, engine integration, character assets, and narrative architecture—are internally developed with cross-discipline expertise and film-grade storytelling.

 

ANTI-EXTINCTION — PLAYER-ONLY FAQ

Gameplay Systems, Progression, Inventory, and Zone Mechanics


SECTION A: CORE SYSTEMS & PROGRESSION


Q1: How does progression work in Anti-Extinction?
Progression is non-linear and memory-driven.
You level not just by XP, but by:

  • Drift Accumulation (Maelstrom resonance levels)

  • Echo Recovery (narrative fragments unlocked from Echo Wells)

  • Faction Standing (STRIKE, AEI, FTSI branches)

  • Tech Integration (via FTLS gear research)

You can revisit zones with new loadouts and resonance tiers to unlock different outcomes.


Q2: What kind of characters can I play as?
You play as an FTSI Agent, fully customizable.
Character classes are unlocked via field training and include roles like:

  • Echo Diver – Specializes in Maelstrom zones and Echo Well data

  • Stormframe – Power-armored frontline with terra-anchoring skills

  • Wellspeaker – Support/Narrative analyst who manipulates storm memory

  • Arc Mechanic – Builder, trap expert, and energy node engineer

Each class has unique resonance interactions and inventory efficiencies.


Q3: Is gear random or crafted?
Both.

  • Crafted gear uses materials gathered from deployments (Maelblight, Aether-Crystal, Echo Alloy).

  • Recovered gear includes storm-corrupted relics, which must be purified before use.

  • FTLS Blueprints unlock advanced schematics that tie directly into base upgrades and Dawn Node tools.

NOTE: Weapons, armor, and Echo Shards have mutation slots, which evolve based on zone type and player decisions.


Q4: Are there skill trees or tech trees?
Yes—three layers:

  1. Personal Proficiency Trees (class skills, weapon affinity)

  2. Factional Tech Trees (shared upgrades from STRIKE/AEI/FTSI)

  3. FTLS Equipment Grid (modular research for Dawn Node tools, Echo Well tuning, environmental gear)

These trees are semi-reactive—SNF or zone outcome can lock or unlock pathways.


SECTION B: WORLD & ZONE DESIGN


Q5: What types of zones exist in the world?
There are seven major biome classifications, each with multiple Maelstrom tiers:

Biome TypeFeatures
Overgrown SectorsEcho-rich ruins, strong Wells, foliage mutation
Rift TerrainsUnstable topologies, physics glitches, rare resources
Black Fog ZonesSuppressed audio/vision, Echo Wells act abnormally
Frozen ShardsTime-displaced regions, ultradense memory archives
Coralized WastesRadiation + ocean convergence, glowing night storms
Singularity CavernsInverted gravity, Maelborn territory
Null ZonesNo storm presence, but dangerously silent — reality folds

Each biome has weather mechanics, Maelstrom resonance thresholds, and dynamic objectives.


Q6: How do missions work? Are they randomly generated?
No. Missions follow a modular contract system:

  • Each zone has a core objective type (Stabilize, Extract, Investigate, Purify, Hunt).

  • SNF assigns contextual modifiers based on your Drift state, past missions, and faction alignment.

  • Zones can “reactivate” previous mission types but with evolved consequences (e.g., Echo Wells mutating with false memories).


Q7: Can the world change based on my actions?
Yes. Maelstrom zones are reactionary:

  • Fail to deploy Dawn Nodes properly, and zones fracture into irreversible Drift states.

  • Overuse stormtech, and Echo Wells may resist you in later regions.

  • Abandon too many zones, and faction allies may fall or turn rogue.

Zones “remember” your performance, class choice, and emotional fingerprints.


SECTION C: GEAR, INVENTORY, AND UPGRADES


Q8: What’s in the inventory system?
The inventory includes:

  • Loadout Gear – Weapons, armor, traps, tools

  • Stormbound Artifacts – Echo shards, relics, emotional residues

  • Dawn Node Keys – Used for unlocking deeper Maelstrom access

  • Crafting Materials – Categorized into biological, industrial, synthetic, quantum

  • Echo Logs – Story items, classified logs, hallucinated memories

You also have resonance slots, which are unique to your class and allow environmental attunements.


Q9: Are there base-building or resource management systems?
Yes:

  • Field Fortification System – Deploy traps, turrets, barriers during zone operations (inspired by Fortnite STW & Satisfactory).

  • Echo Anchor Points – Permanent structures that stabilize memory storms or unlock new story branches.

  • FTLS Lab Uplink – Between-mission base upgrades to advance storm tech, AI routines, and faction research projects.


Q10: How do traps and automation work?
Traps are FTLS-engineered defensive systems, unlockable via AEI or STRIKE contracts:

  • Use terrain-affinity (cliffs, ice, water) for damage modifiers.

  • Can be powered by storm energy, Echo charge, or renewable microgrids.

  • Smart traps can evolve over time, gaining pseudo-sentience based on use stats.


Q11: Can I replay older zones with new classes or gear?
Yes. Older zones adapt to your current resonance level and faction divergence.

Revisiting zones:

  • May show new Echo Wells or fractured storm behavior

  • Unlocks alternate narratives or “corrupted memories” of prior choices

  • Allows late-game gear testing in hostile but familiar territory


SECTION D: SOCIAL & CO-OP FEATURES


Q12: Is there PvP?
No. Anti-Extinction is PvE-focused, with optional co-op and squad modes.

However:

  • Faction tensions may result in PvEvP-style challenge scenarios (you vs AI-controlled rogue factions)

  • SNF Drift Conflicts may simulate PvP-like behavior in Echo Diver anomaly zones


Q13: How does co-op work?
Up to 384 players:

  • Can enter any open zone together

  • Must align Dawn Node objectives or risk zone drift

  • Share Echo Well discoveries, but SNF outputs may diverge per player

  • Each player’s emotional drift vector slightly shifts group behavior (AI, world, echo echoes)


Q14: Can I play solo?
Yes. Entire game is solo-capable.
SNF adapts world behavior, faction contact, and Echo content for solo players with rich narrative support.

ANTI-EXTINCTION — GAMEPLAY SYSTEMS BREAKDOWN SHEETS

Real-Time Systems Design | Player Feedback-Driven Interaction | Modular Extensibility


SHEET A: ZONE TIMERS & RESONANCE SYSTEMS

Dynamic Zone Loop: Time x Maelstrom

Zone TypeBase Timer (min)Drift ThresholdReinforcement WindowsSNF Influence
Stabilize Mission10–20Low-MediumT+5, T+10Echo Timer Reflection
Extraction Run15–25HighRandomized (adaptive)Drift Curve Escalation
Echo Well DiveVariable (6–12)Medium-HighOnly on Echo Lock TierMemory Reversal Trigger
Rift Collapse Zone7–15Very HighNone (one-shot entry)Corrupted Time Fracture
Dawn Node Holdout12–20MediumAfter Node PulseDawn Sync Boost

Drift Escalation Formula

DriftLevel = (TimeElapsed * ZoneTierMultiplier) + MaelstromResonance - PlayerSyncEfficiency
  • ZoneTierMultiplier = 1.0 (T1), 1.25 (T2), 1.5 (T3), 2.0 (T4)

  • PlayerSyncEfficiency = Weighted avg. of Dawn Node deployments, Echo captures, trap uptime, and survival.


SHEET B: TRAP MECHANICS & FIELD ENGINEERING

Inspired by Fortnite STW, Satisfactory, and smart terrain scripting. All traps run on microgrid logic with optional upgradeable AIs (AEI/FTLS influenced).

Trap Types (Core Loadout)

Trap NameDamage TypeEnergy SourceUpgrade PathsEnvironmental Affinity
Phase SplicerHigh, phased shockEcho CellMulti-Phase Charge / Pulse LoopRift Terrain
Cryo BloomAoE FreezeBio-Glycid ExtractProlonged Slow / Explosive BloomFrozen Shards
Vanta CrushGravity SlamKinetic Rail BatteryAuto-Reset / Magnetic Coil PairSingularity Caverns
Aurora LanceLaser PiercingFTLS Crystal GridTarget Tracking / Prism SplitBlack Fog Zones
Echo MineSoundburst + Echo DisruptDawn Node ReserveMemory Disorientation / Echo DrainAll Zones
Thresher RootsSpiked Vine TrapOrganic Tendril CoreSpore Spread / Memory EntangleCoralized Wastes

Modular Components (Attachable Mods) (Short list)

Mod NameEffect
Overcharge Node+30% Damage, increases drift rate
Drift DampenerSlows Maelstrom response in radius
Auto-Repair KitTrap regenerates over time
Mael-Sync CircuitTethers to Echo Wells for combo logic
Reactive LureAttracts stormbeasts toward trap

SHEET C: WEAPON CLASSES & RESONANCE INTERACTION

Weapons in Anti-Extinction have dual classification: Physical Class and Resonance Type. Modular customization and memory resonance allow for hybrid functionality.

Core Weapon Classes

Class NameBase FunctionHandling StyleLoadout Slot
Ballistic CoreHigh-impact firearmsSTRIKE MilitaryPrimary
Resonant EdgeMelee + Echo disruptClose/Mid-range fluidPrimary / Alt
Arc HarpoonCharged pull + tetherMedium-range utilityAlt Tool
Spectral PulseAoE resonance burstGroup control/DisorientPrimary
Fracture ShotSniper / Beam hybridLong-range, risk-rewardSecondary
Mycel BladeAdaptive blade + sporesHigh-agility, mutativeAlt Tool

Weapon Resonance Types

Resonance TypeEffectsInteraction
Echo-AlignedBounces off memory nodes / cleans driftEcho Wells
Maelstrom-TunedGains power in high-drift zonesRift Zones
Node-BondedSyncs with deployed Dawn NodesDefense
Storm-InvertedCounters corrupted Echo variantsBlack Fog
Time-SingedBurns through delay, triggers fast memory collapseChrono Zones

 

 

SHEET D — FTLS TOOLS & TERRA-MECHANICS

Narrative Note: FTLS tools are not just utilities—they are remnants of industrial terraforming systems repurposed for post-Maelstrom survival. Every tool integrates with Dawn Nodes and responds to local Drift conditions. Many react based on how Echo Wells or corrupted zones interpret deployment intent.


1.0 DEPLOYABLES (INDUSTRIAL TERRA TOOLS)

Tool NameFunctionPower TypeDrift CompatibilityDeployment Class
Atmos-SpindleNormalizes air density, suppresses micro-riftsFTLS Fusion Cells✅ Medium ZonesStatic Ground Unit
Cryo-PiercerCores terrain, freezes unstable tectonicsThermal Core Array❌ Black Fog ZonesBurrowing Probe
Resonance BeaconAttracts or repels storm lifeforms based on emotional profileEcho Pulse Engine✅ High DriftTactical Deployable
Aether CradleMicro-habitat with AI-assist and energy loopNode Sync Grid✅ All ZonesHabitat Core
Echo Lift PadVertical mobility + Maelstrom air current conversionGrav-Duct Lattice✅ Rift ZonesPersonal/Team Use
Pulse BarriersModular energy walls tuned to storm harmonicsModular Shield Matrix❌ Null ZonesPerimeter Defense

2.0 NODE PLUGIN MODULES (DAWN NODE EXPANSIONS)

Plugin NameEffectFaction OriginAdditive or Overwrite
Memory BlackboxStores full combat + drift data for SNFSTRIKEAdditive
Echo SplicerEnables splitting of Echo Wells to extract unstable logsAEIAdditive
Stabilizer PrismDirects Node energy into unstable terrainFTLSOverwrite
AI Symbios CoreAllows localized decision-making per NodeFTSIAdditive
Rift ConductorsHarnesses storm fractals for extended rangeFTLSAdditive
Spoor Filter ArrayCleans airborne Maelstrophic particlesAEIAdditive

Note: Nodes can support up to 3 simultaneous plugins, but conflicts may occur if energy demand exceeds fusion limit or if plugins contradict resonance state.


3.0 ZONE-WIDE TECHNOLOGIES (FTLS OVERLAY SYSTEMS)

System NameDescriptionUnlock MethodFailure State
Overfield MeshCreates a topological memory mesh across the zone for SNF-aware mission progressionDawn Tier III + AEI LinkBreaks in high drift
Temporal Anchor GridFreezes narrative decay in localized regions, preserving “true events” from corruptionEcho Dive x3 CompletionCan trap players in flashback loops
Drift SynchronizerLinks multiple Dawn Nodes across a zone to suppress Maelstrom escalationFTSI Multi-Mission ContractFeedback resonance triggers Echo surge
Aurora Substrate LayerVisualizes the memory-state of the zone for tactical navigationEcho Well SymbiosisVisual distortion or hallucination may occur
Null Charge PurgeCleanses corrupted traps, gear, and wells across the zoneMaelborn Tier UnlockNearby fauna may become hostile due to exposure

Narrative System Note: These zone-wide overlays work like industrial-scale terra-cognitive systems. When connected to SNF or activated during high-drift missions, they enable new decision layers, such as purging zones or rewriting the emotional map.


TOOL INTEGRATION FLOW (TEXT DIAGRAM)

[FTLS Tool Cradle] 
     └── Deploys ➝ [Field Tool] → [Environment Reaction] ⇄ [SNF Echo Feed]

[Dawn Node] 
     └── Accepts Plugins ➝ [Plugin x1–x3] → [Zone Logic Modifiers] ⇄ [Maelstrom Drift Reaction]

[Zone-Wide Tech Uplink]
     └── Activates ➝ [Overlay System] → [SNF/Player/Narrative Feedback Loop]

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