无名勇者见闻录 · public · first seen
From a 2020 side project to its 1.0 release on October 31, 2026, this world is something I built step by step, and it has given me a great deal. Today I'm bringing the full 1.0 to you. ːsteamhappyːBelow is a look at the systems and features in detail.
Unknown Hero's Travel Diary Version 1.0 · Single-player open-world action adventure
You are no noble, and no general. You are just a nameless hero in a broken age.
Cities switch banners, factions settle scores, and monsters pour out of the wilds and their nests while the world burns. You have to live through it — take work, earn your keep, and decide how far this road goes.
What you do Take jobs in town, ask around, buy and sell; head out to hunt monsters and clear their nests; get caught between factions in the field or under the city walls; find a place to sleep when night falls and do it all again the next day. The days keep moving. The world won't wait for you.
A living world
Several cities, loaded on demand: Paris, Bordeaux, Marseille, Lyon, Nantes… linked by roads and city gates — a city only wakes when you walk into it.
Three factions: Royalists, Revolutionaries, and the Workers' Party. Who owns a city, how people look at you, and what work you can find all follow faction relations.
Dynamic war: march orders go out on the world timeline — gather, march, besiege, withdraw.
Weather and day/night: random weather and a full day/night cycle; residents keep to the clock.
Residents
Hundreds of residents, each with a trade, a home, a workplace, and a tavern they favor.
Everyone acts on their own: eat when hungry, sleep when tired, light lamps at night, limp when wounded, run when badly hurt.
After you leave, they keep living their own lives.
Crimes are only recorded when someone sees them: witnesses remember you, guards question, warn, and put a price on your head, and bounties go up on notice boards in town.
Combat
Bosses build up stagger by body part: head, torso, legs — each breaks at a different rate, and hit reactions match the part struck.
Abilities
Palm Lightning: a ranged electric strike.
Telekinesis: seize a target from a distance and throw it.
Grappling Hook: pull yourself up to a high point or across a gap.
Time Stop: halt time.
Monsters and nests
Monsters band together to attack cities; nest strongholds recover and grow with the days.
Large monsters have their own movesets and effects: acid spit, thrown rocks (with a trail, so you can see them coming), heavy slams.
Left alone, they establish fortified strongholds out in the wild.
Quests and map
Three factions, each with its own quests.
Independent adventurer contracts on the side.
Version 1.0
Two faction questlines can be completed in full.
A run lasts 30 days: the schedule drives the whole situation, it isn't an endless grind.
Chinese and English.
A single save, keeping one previous backup; autosaves on death, on revive, and at ending points.
Settings
Graphics quality, volume, mouse sensitivity, shadow distance, grass and tree distance are all adjustable.
The world won't wait for you.
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