> For the complete documentation index, see [llms.txt](https://titan-force.gitbook.io/titan-force-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://titan-force.gitbook.io/titan-force-docs/home/game-design-doc-g.d.d/start/specs/technical/post-launch/post-launch-outlands-dedicated.md).

# Post launch -Outlands - Dedicated&#x20;

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### Region placement across the grid

**Cradle Rift (Reclaimers):** A1–B3, rocky canyons and scrap fields; chokepoints, salvage chains, mech ambush routes.

**Obedience Spire (Devoted):** C1–D3, desert plateaus and shrine complexes; ritual control points, patrol lattices.

**Fractal Verge (Drift-aligned nomads):** D4–E6, glitched forests and distortion pockets; stealth traversal, signal-warp hazards.

**Aurōmy Depths (neutral vaults):** A4–C6, subterranean crevices and ruin networks; deep-lore unlocks and AI core fragment recovery.

**Central conflict band:** C3–D4 acts as the rotating PvPvE corridor where weekly factional pushes collide.

These regions reflect the game’s survival-mech focus and the philosophical triad of obedience, rebellion, and transcendence that’s core to Titan Force’s identity.

***

### Region comparison

| Region          | Grid coverage | Terrain & hazards                                 | Primary loop                           | Faction presence         | Progression notes                                 |
| --------------- | ------------- | ------------------------------------------------- | -------------------------------------- | ------------------------ | ------------------------------------------------- |
| Cradle Rift     | A1–B3         | Canyons, scrap storms, line‑of‑sight traps        | Salvage → craft → ambush               | Reclaimers strongholds   | Early–mid: fast resource ramp, mech repair routes |
| Obedience Spire | C1–D3         | Dune plateaus, shrine spires, patrol webs         | Secure shrines → decode rites → defend | Devoted sanctuaries      | Mid game: ritual locks, alignment decisions       |
| Fractal Verge   | D4–E6         | Distortion flora, signal glitches, low visibility | Scout → bypass interference → extract  | Drift-aligned nomads     | Mid–late: stealth tools, signal stabilizers       |
| Aurōmy Depths   | A4–C6         | Vaults, crevices, verticality                     | Explore → decrypt → retrieve cores     | Neutral ruins, contested | Late: lore-heavy, AI core integration, rare drops |

***

<details>

<summary>Map Zoning</summary>

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</details>

### Points of interest per region

#### Cradle Rift (A1–D4)

* **Chokepoints:** Narrow ridge passes; ideal for mech traps and salvage toll events.
* **Salvage chains:** Multi-cell scrap runs culminating in mobile fabrication rigs.
* **Risk modifiers:** Dust surge events reduce sensors, buff ambush attackers.

#### Obedience Spire (F1–I4)

* **Shrine complexes:** Multi-tier ritual sites; unlocking grants area buffs and narrative entries.
* **Patrol lattices:** Predictable but punishing routes; timing-based traversal challenges.
* **Edict pylons:** Environmental modifiers that impose obedience rules on gameplay choices.

#### Fractal Verge (D4–E6)

* **Signal tears:** Cells with intermittent Drift connectivity; fast travel disabled during surges.
* **Echo paths:** Low-noise trails enabling stealth mechs and silent extractions.
* **Glitch groves:** High-reward, high-distortion clearings with shifting geometry.

#### Aurōmy Depths (A6–D9)

* **Vault mouths:** Surface entries into multi-layer caves with branching decrypt routes.
* **Core reliquaries:** AI core fragment caches gated by environmental puzzles.
* **Collapse risks:** Dynamic cave-ins that re-route paths post-event.

These POIs and event types reinforce the Drift Network’s influence and the Aurōmy Protocol’s narrative delivery across exploration and combat.

***

### Traversal, routing, and control

* **Primary lanes:** A2→B2→C3 (Reclaimer push), D2→D3→D4 (Devoted procession), C5→D5→E5 (Drift corridor).
* **Cross-links:** B3→C3 and C4→D4 form the contested midline.
* **Fast travel:** Enabled cell-to-cell via captured Drift nodes; disabled within active interference pockets until stabilized.
* **Control states:** Neutral, fortified, contested. Weekly rotations shift control bands to keep PvPvE pressure fresh.

***

### Mission layering by cell type

* **Harvest cells (Cradle Rift):** High scrap density, roaming salvage caravans, mech repair benches.
* **Ritual cells (Obedience Spire):** Timed edicts, ceremonial defense, decode mini-rites.
* **Interference cells (Fractal Verge):** Sensor suppression, stealth objectives, reverse-tracking patrols.
* **Vault cells (Aurōmy Depths):** Multi-step decrypt, vertical traversal, core retrieval, lore reveals tied to Autonomy/Aurōmy themes.

Here’s a concise section you could use, written in a clear and professional style:

***

#### Server Wipes and Their Benefits

Server wipes are the scheduled or unscheduled resets of a game server, where all player progress, items, and structures are cleared. While they may seem disruptive at first, wipes play a crucial role in maintaining a healthy and engaging gameplay environment.

* **Level Playing Field** \
  Wipes reset progress so new and returning players can compete fairly without being overshadowed by long-established groups.
* **Encourages Fresh Strategies** \
  By clearing the slate, players are motivated to experiment with new builds, tactics, and alliances, keeping gameplay dynamic.
* **Performance Optimization** \
  Removing old data reduces server clutter, improving stability, load times, and overall performance.
* **Longevity of Interest** \
  Regular wipes prevent stagnation, ensuring the community stays active and invested in the evolving world.

***

#### Steam Inventory Persistence&#x20;

While server wipes reset in‑game progress, **Steam inventory items remain securely stored**. These items are tied to a player’s Steam account rather than the server itself, meaning they are unaffected by wipes or resets.

* **Account‑Bound Security** \
  Items are linked directly to the player’s Steam profile, ensuring they cannot be lost during server resets.
* **Cross‑Server Continuity** \
  Players can carry their Steam inventory across different servers, maintaining a sense of progression even in fresh worlds.
* **Player Confidence** \
  Knowing that valuable or cosmetic items persist encourages players to re‑engage after wipes without fear of losing their investments.

This balance between **server renewal** and **inventory permanence** keeps gameplay fresh while safeguarding player rewards.

***
