Cloud Rift Whitepaper
A practical design spec and game-logic document for Cloud Rift, a Web3 floating-island village builder on the Sui blockchain.
Core Vision
Cloud Rift is a browser-based floating-island village builder with a cozy art direction, low-friction onboarding, and a long-term Web3 economy hidden beneath simple village progression.
The player fantasy is: start with a tiny sky island, harvest airy elemental resources, refine them into crafted materials, expand the island, unlock higher-value production, climb seasonal Altitude rankings, and eventually participate in trading, guild competition, and token-based ownership.
Design pillars:
- Cozy and readable, not hardcore crypto-native.
- On-chain first, crypto-native economy.
- On-chain ownership where it adds value: trade, premium assets, season badges, founder items, and future token utility.
- Easy to market visually: floating islands, clouds, windmills, zeppelins, glowing materials, soft fantasy UI.
Player Fantasy and Progression
Every player is the mayor of a floating island settlement called a Riftlet.
Their core goals are:
- Make the island larger.
- Increase Altitude.
- Unlock more efficient buildings.
- Produce rarer materials.
- Compete in seasonal leaderboards.
- Join a Constellation guild.
Player journey:
- Create account with wallet or social login (zkLogin).
- Receive a Starter Riftlet.
- Place first production buildings.
- Harvest basic resources and feel immediate progress.
- Unlock crafting/refining.
- Enter social and trading meta.
- Prepare for tokenized endgame.
Core Loop
The gameplay loop should be intentionally simple:
- Generate basic resources over time from passive buildings.
- Collect resources manually or via timed auto-collection upgrades.
- Refine resources into processed materials with longer timers.
- Spend materials on buildings, upgrades, expansions, and quests.
- Earn Altitude from meaningful progress actions.
- Repeat with better efficiency, new bottlenecks, and higher outputs.
Core Resources
Resource design should be minimal at launch so players understand it instantly.
Tier 1 Raw Resources
- Wind: produced by Windmills; used in many refinements.
- Dew: produced by Dew Collectors; used in growth and soft crafting.
- Cloud Fiber: produced by Cloud Harvesters; used in textiles.
- Pebblemist: mined from Cloudstone Outcrops; used for structural upgrades.
Tier 2 Refined Resources
- Aether Silk: from Cloud Fiber + Dew.
- Cloudstone Blocks: from Pebblemist + Wind pressure processing.
- Skyglass: from Dew + Pebblemist + furnace-like refinement.
- Lift Resin: from special botanical/refinery chains.
Tier 3 Rare Resources
- Star Shards: rare drop from advanced production or seasonal quests.
- Sunmetal Dust: guild/event-driven rare ingredient.
- Storm Cores: high-tier progression material tied to prestige buildings.
Buildings
Each building should do one clear job and have 5 upgrade tiers at launch.
Starter Buildings
- Town Hall: central level gate; determines island tier and unlock tree.
- Windmill: generates Wind.
- Dew Collector: generates Dew.
- Cloud Harvester: generates Cloud Fiber.
- Pebble Extractor: generates Pebblemist.
Refining Buildings
- Loom: converts Cloud Fiber into Aether Silk.
- Masonry: converts Pebblemist into Cloudstone Blocks.
- Condensation Lab: converts Dew into enhanced liquid components.
- Skyforge: combines refined materials into premium structural goods.
Utility Buildings
- Storage Shed: raises capacity caps.
- Dock Beacon: unlocks Trading Zeppelin access later.
- Quest Board: surfaces daily/weekly missions.
- Guild Spire: required for joining Constellations.
- Observatory: unlocks rare-resource visibility and endgame events.
Altitude System
Altitude is the central progression score and should act as the game’s universal prestige metric.
Players earn Altitude from:
- Building placement and upgrades.
- Island expansion.
- Quest completion and milestone achievements.
- Seasonal participation and rare resource discovery.
- Guild contribution.
Altitude is used for:
- Leaderboards and unlock thresholds.
- Airdrop-point precursor logic.
- Matchmaking into competition brackets.
- Seasonal reward tiers.
Economy Design
The economy should be sink-heavy from day one.
Sources
- Passive building production.
- Quest rewards and event participation.
- Rare drops.
- Referral/seasonal milestone bonuses.
Sinks
- Building construction and upgrades.
- Expansion costs and refining fees.
- Expedition entry and premium crafting recipes.
- Repair/maintenance on high-tier chains.
- Market listing fees later.
Quests & Achievements
Quests are the main retention engine during the pre-token phase.
- Daily quests: Collect 500 Wind, Refine 20 Aether Silk, Upgrade one building.
- Weekly quests: Gain 1,000 Altitude, Expand island once, Contribute to guild.
- Seasonal quests: Reach specific Altitude milestones, Discover rare materials.
Achievements should be permanent account-level progression markers granting a small Altitude bonus and permanent profile badges.
Constellations (Guilds) & Social
Guilds should be called Constellations to fit the theme.
- Shared guild identity and banner.
- Weekly cooperative goals and shared donation board.
- Seasonal Constellation rankings.
- Guild-only expedition events.
Social features include visiting player islands, liking/favoriting, friend lists, and referral chains.
Seasonal Model
The game should run in Seasons, likely 6–8 weeks each.
Each season includes:
- Resettable season points and fresh quest ladders.
- New leaderboard brackets.
- Limited event buildings or skins.
- Snapshot logic for founder scoring.
- Special rare-resource rotation.
Future Token Logic ($AERO)
The token should come later, after CloudRift proves retention.
Later, $AERO can be used for:
- Premium crafting catalysts.
- High-tier expedition access.
- Special event entries and cosmetic minting.
- Governance-lite votes and marketplace fee discounts.
- Constellation perks and land expansion at endgame.
On-chain Architecture on Sui
Sui is a strong fit because its storage and asset model is object-centric, meaning game state, assets, and capabilities can be modeled as individual objects with ownership rules.
Recommended split:
- Mostly off-chain systems: Island layout state, timer queues, production calculations, quest state, leaderboards.
- On-chain Sui systems: Premium island NFT, Premium building NFTs, Founder badges, Season reward claims, Marketplace listings, and later $AERO token.
For onboarding, CloudRift uses zkLogin so users can sign in with Google or Discord and still get a stable Sui address without managing seed phrases directly.