Elysium System

After the Fracture, the One Planet, Elysium, was split into the three worlds you should be already familiar with: Arboreus, Syndesia and Tartaros. Put into motion by the same magic that created them, they started revolving around the sun, giving birth to a proper solar system that was to be known as the Elysium System.

As one might expect, the amount of magical energy required to perform the Fracture was beyond imagination and impossible to harness faultlessly, not even by sorcerers endowed with quasi-divine powers. As Elysium was torn apart, countless fragments of its own mass were scattered around the universe – some as small as a little hill, others as large as a whole region of the planets to be. Over time, pulled by the gravity of the sun, they started aggregating in the space between the orbit of Arboreus and that of Syndesia and Tartaros – and so the Elysium Ring was formed.

Time Cycles
The choice to have a proper solar system was not random, of course, as it gives us not only a perfect environment to develop three different gaming experiences, but it also opens up a myriad of possibilities to introduce challenging game mechanics such as seasonal cycles and events related to the position of planets and the exploration of asteroids.

When it comes to the time cycles of the three planets, their behavior is quite similar – 1 day (a full rotation of the planet around its axis) lasts roughly as long on Arboreus as it does on Syndesia and Tartaros, and so does 1 year (a full rotation of the planet around the sun). Below you can find a table showing the duration of different time cycles in Fractured compared to real world times.

Day/night cycles behave realistically on each world, with half of the surface of a planet being in day time and the other in night time, sunrise and sunset moving smoothly along the surface. Seasons act in a similar way, being opposite in the two hemispheres, but less noticeable at the equator, where temperatures are more or less constant.