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       <dc:date>2026-05-30T16:42:45+00:00</dc:date>
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        <title>The Fringe</title>
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        <dc:date>2024-12-23T17:36:37+00:00</dc:date>
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        <title>combat</title>
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        <description>Combat



Context

Combat is the means to the end game. Combat is exclusively ranged in nature. The character starts the game with a pistol and through leveling and careful expenditure of Talent Points (TP), the character unlocks the ability to use other weapons. The ability to wear armor is also unlocked and provides a layer of Damage Reduction for damage received from enemies. Each TP spent in a talent increases the character's stats and abilities.</description>
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        <title>gear</title>
        <link>https://thefringegame.info/doku.php?id=gdd:features:gear&amp;rev=1734975397&amp;do=diff</link>
        <description>Gear



Context

Gear is any item that is collectible in the game. From armor and weapons to access cards and alpha-gel. The character starts the game with a basic, planetside loadout of gear that is level-specific (Level 1). Each piece of gear, when appropriate, will have a level associated with it. The character may use any piece of gear that is equal to their level or lower. Higher-level gear may be stored for later use, sold for credits, or scraped for components. Throughout the game, better…</description>
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        <title>looting</title>
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        <description>Looting



Context

Looting is the primary way the character earns enough credits and upgrades to make it through to the next mission. “Loot” boxes will be scattered around the encounter area for the character to find. Some boxes may be locked and require</description>
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        <title>modes</title>
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        <description>Game Modes





Game mode controls the game's difficulty setting. The player chooses the setting during the New Game process and can not be changed once the game starts.  “Normal” is the default option but “Easy” and “Difficult” options are also available.</description>
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        <title>progression</title>
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        <description>Player Progression



Context

Player Progression is the way a Player Character gets stronger and more capable. Each mission completed, enemy killed, location discovered, or loot box opened, earns the character an amount of experience (XP). Once the character has earned enough XP, the character automatically earns a new Game Level. Each new level brings new benefits to the character and allows the player to shape the character's starting talents as they see fit. Each new level earns the characte…</description>
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        <title>questing</title>
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        <description>Questing



Context

The player character locates many quest-givers throughout the game in the form of Patrons and Informants. Some quests drive the main plot forward while others are simply there to generate XP and Credits if the player chooses to undertake the quest (Mission/Job). Each Job presented to the character has a Level associated with it and as such determines the job's difficulty at the time of presentation. As Missions/Jobs are completed successfully, the player character earns expe…</description>
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        <title>reputation</title>
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        <description>Reputation



Context

Reputation plays an essential factor in the way NPCs, Organizations, and Patrons view the player character's ability to perform the action they say they can achieve. As reputation is earned and lost, it affects the experience (XP) and credits earned and spent. Certain locations or specific pieces of information may only be accessible after the character has the necessary reputation needed to access said location or information.</description>
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        <title>rewards</title>
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        <description>Rewards



Context

Rewards come through gameplay achievements. Completing enough missions for a type of Patron, or dispatching a specific type of enemy enough times will provide achievements at the proper time. Achievements come in three levels of difficulty; Gold, Silver, and Bronze. Each level requires the character to do more to earn a higher level of achievement.</description>
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        <title>sidebar</title>
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        <description>Main Menu

 GDD


 The Fringe Wiki


 Dev Logs






GDD

 Design Pillars


 Game Loops


 Player Movivation and Progress


 Features


 Narrative Summary


 Characters


 Factions


 Level Summaries



----------



Features

	* combat
	* gear
	* looting
	* modes
	* progression
	* questing
	* reputation
	* rewards</description>
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        <title>start</title>
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        <description>Features






Core Game Features

 Battlefield Finds

 Character Events

 Combat

 Controls

 Day Night Cycles

 Galactic War

 Game Events

 Gear

 Invasions

 Looting

 Meta-Games

 Modes

 Patron Generation

 Player Progression

 Questing

 Reputation

 Rewards

 User Interfaces

 Weather</description>
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