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:
Personal Proficiency Trees (class skills, weapon affinity)
Factional Tech Trees (shared upgrades from STRIKE/AEI/FTSI)
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 Type | Features |
---|---|
Overgrown Sectors | Echo-rich ruins, strong Wells, foliage mutation |
Rift Terrains | Unstable topologies, physics glitches, rare resources |
Black Fog Zones | Suppressed audio/vision, Echo Wells act abnormally |
Frozen Shards | Time-displaced regions, ultradense memory archives |
Coralized Wastes | Radiation + ocean convergence, glowing night storms |
Singularity Caverns | Inverted gravity, Maelborn territory |
Null Zones | No 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 Type | Base Timer (min) | Drift Threshold | Reinforcement Windows | SNF Influence |
---|---|---|---|---|
Stabilize Mission | 10–20 | Low-Medium | T+5, T+10 | Echo Timer Reflection |
Extraction Run | 15–25 | High | Randomized (adaptive) | Drift Curve Escalation |
Echo Well Dive | Variable (6–12) | Medium-High | Only on Echo Lock Tier | Memory Reversal Trigger |
Rift Collapse Zone | 7–15 | Very High | None (one-shot entry) | Corrupted Time Fracture |
Dawn Node Holdout | 12–20 | Medium | After Node Pulse | Dawn 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 Name | Damage Type | Energy Source | Upgrade Paths | Environmental Affinity |
---|---|---|---|---|
Phase Splicer | High, phased shock | Echo Cell | Multi-Phase Charge / Pulse Loop | Rift Terrain |
Cryo Bloom | AoE Freeze | Bio-Glycid Extract | Prolonged Slow / Explosive Bloom | Frozen Shards |
Vanta Crush | Gravity Slam | Kinetic Rail Battery | Auto-Reset / Magnetic Coil Pair | Singularity Caverns |
Aurora Lance | Laser Piercing | FTLS Crystal Grid | Target Tracking / Prism Split | Black Fog Zones |
Echo Mine | Soundburst + Echo Disrupt | Dawn Node Reserve | Memory Disorientation / Echo Drain | All Zones |
Thresher Roots | Spiked Vine Trap | Organic Tendril Core | Spore Spread / Memory Entangle | Coralized Wastes |
Modular Components (Attachable Mods) (Short list)
Mod Name | Effect |
---|---|
Overcharge Node | +30% Damage, increases drift rate |
Drift Dampener | Slows Maelstrom response in radius |
Auto-Repair Kit | Trap regenerates over time |
Mael-Sync Circuit | Tethers to Echo Wells for combo logic |
Reactive Lure | Attracts 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 Name | Base Function | Handling Style | Loadout Slot |
---|---|---|---|
Ballistic Core | High-impact firearms | STRIKE Military | Primary |
Resonant Edge | Melee + Echo disrupt | Close/Mid-range fluid | Primary / Alt |
Arc Harpoon | Charged pull + tether | Medium-range utility | Alt Tool |
Spectral Pulse | AoE resonance burst | Group control/Disorient | Primary |
Fracture Shot | Sniper / Beam hybrid | Long-range, risk-reward | Secondary |
Mycel Blade | Adaptive blade + spores | High-agility, mutative | Alt Tool |
Weapon Resonance Types
Resonance Type | Effects | Interaction |
---|---|---|
Echo-Aligned | Bounces off memory nodes / cleans drift | Echo Wells |
Maelstrom-Tuned | Gains power in high-drift zones | Rift Zones |
Node-Bonded | Syncs with deployed Dawn Nodes | Defense |
Storm-Inverted | Counters corrupted Echo variants | Black Fog |
Time-Singed | Burns through delay, triggers fast memory collapse | Chrono 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 Name | Function | Power Type | Drift Compatibility | Deployment Class |
---|---|---|---|---|
Atmos-Spindle | Normalizes air density, suppresses micro-rifts | FTLS Fusion Cells | ✅ Medium Zones | Static Ground Unit |
Cryo-Piercer | Cores terrain, freezes unstable tectonics | Thermal Core Array | ❌ Black Fog Zones | Burrowing Probe |
Resonance Beacon | Attracts or repels storm lifeforms based on emotional profile | Echo Pulse Engine | ✅ High Drift | Tactical Deployable |
Aether Cradle | Micro-habitat with AI-assist and energy loop | Node Sync Grid | ✅ All Zones | Habitat Core |
Echo Lift Pad | Vertical mobility + Maelstrom air current conversion | Grav-Duct Lattice | ✅ Rift Zones | Personal/Team Use |
Pulse Barriers | Modular energy walls tuned to storm harmonics | Modular Shield Matrix | ❌ Null Zones | Perimeter Defense |
2.0 NODE PLUGIN MODULES (DAWN NODE EXPANSIONS)
Plugin Name | Effect | Faction Origin | Additive or Overwrite |
---|---|---|---|
Memory Blackbox | Stores full combat + drift data for SNF | STRIKE | Additive |
Echo Splicer | Enables splitting of Echo Wells to extract unstable logs | AEI | Additive |
Stabilizer Prism | Directs Node energy into unstable terrain | FTLS | Overwrite |
AI Symbios Core | Allows localized decision-making per Node | FTSI | Additive |
Rift Conductors | Harnesses storm fractals for extended range | FTLS | Additive |
Spoor Filter Array | Cleans airborne Maelstrophic particles | AEI | Additive |
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 Name | Description | Unlock Method | Failure State |
---|---|---|---|
Overfield Mesh | Creates a topological memory mesh across the zone for SNF-aware mission progression | Dawn Tier III + AEI Link | Breaks in high drift |
Temporal Anchor Grid | Freezes narrative decay in localized regions, preserving “true events” from corruption | Echo Dive x3 Completion | Can trap players in flashback loops |
Drift Synchronizer | Links multiple Dawn Nodes across a zone to suppress Maelstrom escalation | FTSI Multi-Mission Contract | Feedback resonance triggers Echo surge |
Aurora Substrate Layer | Visualizes the memory-state of the zone for tactical navigation | Echo Well Symbiosis | Visual distortion or hallucination may occur |
Null Charge Purge | Cleanses corrupted traps, gear, and wells across the zone | Maelborn Tier Unlock | Nearby 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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