Overview
TERRAPORTERS is a third-person/top-down cooperative extraction shooter where players are professional couriers keeping post-apocalyptic civilization connected. Blend of trucker, park ranger, survivor, and soldier energy. The core loop: accept contract → drive to destination → survive the journey → complete delivery → bank rewards.
Tone: Rugged, professional, hopeful, dangerous, camaraderie. Rarely desperate, but high-danger missions exist.
The Cataclysmic Event: The Moonbreak
What Happened
~100 years ago, Earth's moon shattered. The cause remains unknown (Selenite Corp is rumored to be connected).
Current State
- Moon fragments continuously fall to Earth's surface
- Unpredictable tidal flooding makes surface travel dangerous
- Fragments have otherworldly properties - valuable for research, highly sought after
- Fragments attract hostile mutated wildlife
Human Adaptation
- Humanity retreated into underground silos
- Surface is considered "hostile territory"
- Only Terraporters with heavy-duty vehicles traverse topside
The Silos: Underground Civilization
Structure
- Each silo specializes in specific production (manufacturing, agriculture, medicine, etc.)
- No silo is self-sufficient - they depend on trade with other silos
- Surface roads are unreliable due to floods, terrain shifts, and wildlife
- Traditional transport (rail, air) is too vulnerable
Why Terraporters Exist
Distribution networks have collapsed. Terraporters with heavy vehicles are the ONLY reliable way to move cargo between silos. Without them, civilization fragments.
The Companies
Multiple Employers
Players choose contracts from different distribution companies. Each specializes in different cargo types and has distinct philosophies.
Known Companies
TERRACORP (Neutral-Good)
- Primary logistics company
- Standard deliveries: food, medicine, supplies
- Focuses on keeping silos connected
- Reliable pay, moderate danger
SELENITE CORP (Neutral-Evil)
- Mysterious high-tech research company
- Black sheep among distributors
- Rumored connection to the Moonbreak
- Contracts often involve moon fragment recovery
- High pay, high danger, questionable ethics
Company Dynamics
- Companies don't compete - they specialize
- Players can work for multiple companies simultaneously
- Reputation system: TBD
The Terraporters
Who They Are
Professional contractors who keep civilization alive through surface deliveries. Honorable occupation with good rewards.
Culture
- COOPERATIVE by default (not isolated lone wolves)
- Lone wolf playstyle possible but not the norm
- Strong "trucker culture" - professionals doing dangerous necessary work
- Players can see each other's destinations and band together organically
The Work
- Take contracts from your safe space
- Use company-provided vehicles (equipment rental - costs money upfront)
- Complete deliveries to earn rewards
- Primary currency: Money
The Missions: Extraction Gameplay
Core Structure
EVERY mission follows the extraction format:
- Accept contract at safe space (costs money - equipment rental)
- Deploy to surface at Point A
- Travel to Point B WITH your vehicle
- Optional: waypoint stops (pickup cargo, exterminate threats)
- Reach extraction point (delivery depot)
- Bank progress and rewards
- Return to safe space
Contract Visibility
- All active Terraporters' start/destination visible by their player name
- Encourages organic cooperation ("Hey, we're both heading to Silo-7!")
- Dynamic grouping based on shared routes
Cooperative Mechanics
- More players together = more aggressive wildlife (forcing cooperation)
- Building structures to help other players
The Enemies: Mutated Wildlife
Origin
Post-Moonbreak mutations. Earth's ecosystems were altered by moon fragment radiation/otherworldly influence.
Types
- Giant insects
- Fungal humanoids ("mushroom men")
- Other mutated Earth life
Behavior
- Territorial and aggressive
- Attracted to moon fragments
- Detailed AI/tactics: TBD
Environmental Threats
- Unpredictable flooding (tidal cycles)
- Terrain hazards
- Further details: TBD
Death & Failure
Contract Failure
- Death = contract failure
- Money penalty (lose equipment rental fee + mission payout)
- Respawn at safe space after brief hospital sequence
Rescue Mechanics
- Distress calls - other Terraporters can resurrect/recover you
- Rescue rewards/incentives
Safe Space (Your Base)
Function
Personal space free from other players and work. Essentially the main menu with atmospheric background.
What Happens Here
- Cosmetics / character customization
- Offline activities
- Personal progression tracking
- Conceptual placeholder: Garage? Lookout tower? Mobile rig? Hospital room? TBD
What Doesn't Happen Here
- No contract board (contracts taken on server)
- No other players
- No work-related activities
Camera & Perspective
Third-Person & Top-Down:
- Character-centric perspective (NOT over-the-shoulder)
- Combat uses top-down or elevated third-person view
- Maintains clear visibility during vehicle gameplay and combat
Design Philosophy
Build Gradually
This document captures the FOUNDATION. Systems will be added incrementally as the game develops.
Cooperative, Not Isolated
Players should feel like professionals working parallel routes, naturally helping each other - not desperate survivors competing for scraps.
Trucker Energy
The satisfaction comes from completing the run, getting paid, upgrading your loadout, and tackling harder routes.
Ranger Energy
Clearing threats, managing wildlife, protecting the route for future deliveries.
Soldier Energy
High-stakes combat when things go wrong, especially in dangerous Selenite contracts.
Survivor Energy
Adapting to floods, hazards, and unexpected threats during the journey.
Open Questions (TBD - To Be Developed)
- Safe space specifics (visual design, location concept)
- Distress call/rescue mechanics
- Wildlife aggression scaling with player count
- Structure building system
- Reputation system with companies
- Progression beyond money
- Vehicle variety and customization
- Moon fragment collection mechanics
- Detailed silo locations and geography
- Tidal cycle mechanics
- Combat depth and weapon systems