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Create a worldGame-world direction

Worlds built around a challenge

Imagine a world designed around a race, a jump, a descent or a dungeon run.

Game worlds extend the personal-world idea into structured experiences. The design includes races, jump challenges, drop challenges and instance dungeons, with definitions for entry, sessions and rewards.

What is being connected

Creation and configuration paths, payment handling and reward infrastructure do not by themselves make a mode playable. World entry, start conditions, checkpoints, actual play, reconnection and final result reporting must work together.

The current specifications explicitly leave parts of those runtime connections for follow-up work. Treat these modes as a direction under development unless a release explicitly makes the complete experience available.

Why it matters

The goal is to give creators more than a landscape: a way to shape what visitors do there. Build with that possibility in mind, while using the construction and visiting features currently offered.