[Idea for a new mode] The Convergence of the Serim, or rather – a Supervive-style battle royale mode based entirely on the existing systems of No Rest for the Wicked (Souls combat + building + No Rest for the Wicked lore)
Greetings, Moon Studios team, fellow Serim survivors, and everyone reading!
After many hours spent playing No Rest for the Wicked and building my house, I’ve come up with a massive multiplayer mode that uses exclusively existing assets, mechanics, lore, and code from No Rest for the Wicked. It will feel like a natural progression of the game and could be released as a perfect update alongside version 1.0, with its enormous potential.
I’m calling it “Echo Clash.”
1. Lore integration – perfect fit, no changes required
The Crucible has always been linked to the Echoes – fragments of ancient warriors and the souls of the Plague, battling in parallel realities. After the update, the Atrium pool became unstable. Now, different dimensions of the Echoes collide.
A new NPC appears next to Elsa (either a recolored existing guardian or a new story character): Fallen Guardian.
His dialogue is an example:
“The Echoes no longer wish to wait their turn. They merge into one colossal Crucible. Those who enter will fight not only monsters… but also other Echo bearers for the right…”
This is literally just an expansion of the existing Echo/Trace system. No new storylines are required (or is this a new plot twist?).
2. How to enter (minimal interface changes)
- New tab inside the Crucible portal: “Convergence,” or a small expansion of the Crucible location. - Requirements: Character level 10+ (so new players can play through part of the campaign first and learn the basics) or set higher requirements.
- Queue: Solo / Duo / Trio (or four depending on the update) / Random (maximum 30-40 players)
- Match time: 15-35 minutes
- Early exit through the portal is available after 8-10 minutes.
Everything else (combat feel, stamina, movement, parrying) is 100% Souls-like. No abilities (or not many), no new classes.
3. Arena – “The Fused Crucible” or a new large map based on existing assets.
The map is simply a smart connection of all the existing Crucible rooms (Swamp, Rift, Cathedral Ruins, Caves, Floating Islands, etc.) + new islands for connection and expansion.
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A large map where you’ll need to explore everything as usual. Various points of interest will be marked on it, but everything will be scattered a little differently.
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Instead of a shrinking circle: Echo Storm. Every X minutes, one of the outer islands begins to collapse. Players see a clear warning and naturally move to a safe location. And as usual, everything converges on the last existing island.
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Verticality and parkour are already present in the game (elevators, chains, destructible bridges, climbable walls) will create very interesting movement gameplay.
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Scattered around the map:
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Regular resources (pine, stone, iron, and everything else)
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New Echo Resources (or something similar) – they only drop here and provide new cookies. Cosmetics, base expansions (for example, various buildings, NPCs, etc. will begin to appear near the Crucible portal), the scale is huge for expansions.
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Chests, regular mobs, mini-bosses, and major location bosses are simply “repainted” in seasonal colors (for example, the first season of “Plague”—rot, gloom, and despair in those tones, while the later season of “Dawn” was done in a story-driven way, expanding the PVE portion of the story and providing cosmetics and PVP updates, new mechanics, etc.).
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Add camps like in the main location with bonfires for crafting. Near each camp: a flock of crows that fly away screaming when ANY player approaches → the perfect natural sound cue for PvP—this is just an example of the mechanics.
4. Combat and Ultimates – Without New Heroes
Combat remains exactly the same. The only addition is one extra slot on each weapon (like the current rune slots), or something similar, roughly speaking, a transition to a “new” level of development (this could be a huge development tree or something completely different).
You find/craft Echo Relics, which are transformed into ultimates. Examples (all using existing animations, just slightly reworked, somewhat “upgraded,” or other abilities):
Relics and components drop from bosses and chests; they (Enhanced Items) can be crafted at home. The player begins the battle with an empty inventory, but their current equipment is retained, and they start with their original gear. Upon death, the player loses everything in their inventory, including what they were wearing.
Question about leveling - Stats have a significant impact on gameplay, and it might be better to either select based on equipment level and the hero’s level, or reconsider the entry into the mode itself, for example, make everyone level 1 and give random items with abilities can be generated across the map, although this is also questionable.
5. Construction and continuous progression (ARC Raiders-style, but much more interactive and visually pleasing)
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During the match: limited construction—barricades, spike traps, healing wells, small turrets (using the same building pieces you already use) + a few new ones.
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Post-match: all Echo resources go to your personal atrium.
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Cosmetic upgrades (walls, roofs, statues, Echo-themed banners)
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Functional upgrades (new crafting stations, permanent passive altars, even new Crucible structures); progression can be very deep.
Monetization idea (fair and optional): selling cosmetic skins/effects/household items in the store, but everything can be fully or partially earned through gameplay.
6. Competitive and Ranked Modes
- Special ranked ladder: Copper → Mithril → Legend Echo (can be combined with some guilds, as if the “player” defending their reality founded a guild near the Crucible and leveled it up through quests and resources)
- Seasons with emblems, titles, and leaderboards (question about season resets)
- Ranked progression in the style of MOBAs, which everyone loves and hates at the same time.
- Additional tournament mode.
The idea is simply enormous and can be discussed at length. The potential is enormous, plus the opportunity to retain players not only through seasonal story updates and expanded PVE co-op, but also through PVP activity. Thank you for your attention and I wish you all the best.