White Paper- Muish Oddity : Mutant Monkfish v1.3
  • Vision Statement
  • Introduction
  • Central Theme
  • Purpose of This Document
  • Gameplay Overview
  • Core Game Mechanics
  • Tokenomics
  • Scope of Decentralisation
  • Marketing and Community Engagement
  • Development Roadmap
  • Funding Strategy
  • Legal and Compliance
  • Contact and Community Engagement
  • Conclusion
  • TL;DR
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Core Game Mechanics

Muish Oddity isn’t about how you fight or farm—it’s about how you exploit a system that wasn’t meant to survive.


Exploration Is Extraction Under Pressure

You don’t explore for wonder. You explore because the system’s hungry and you need leverage.

The trench crushes with depth, toxicity, and pressure gates. You’ll need gear, oxygen mods, and structural anchors just to map a route.

The city chokes in checkpoints, drone sweeps, and faction zones. Every unlocked corridor opens threat vectors—for you or someone watching.

Nothing’s passive. Movement is provocation.


Power Isn't Optional

Power is breath, access, and influence. It's never free.

You generate it, hoard it, meter it. Reactors go online because you built them—or because someone else did and you’re paying their price.

Every power surge has a contract. Every outage has a source. Grid control is territorial control.


Infrastructure Is Fluid—and Hostile

Land isn’t a reward. It’s a variable.

Ocean plots corrode. City zones collapse. Infrastructure adapts, upgrades, or decays based on what you build and who uses it.

Own a deep-lab chain? That’s passive income. Until it overdraws, corrupts, or draws aggro.

Build wrong, and your leverage melts.


Crafting Isn’t Safe

Crafting doesn’t unlock content—it opens risk. Blueprints are encrypted, traded, or stolen. Biome materials rot or fuse into unstable upgrades.

Submodules corrupt. Gear fuses can backlash. Tools mutate.

Sometimes the system accepts your build. Sometimes it eats it.


Combat Is a Consequence

You can wire past most fights. But the game tracks what you avoid.

Underwater: slow, suffocating, gear-dependent.

City: fast, messy, cover-based, overheard by someone.

Combat resolves pressure. But it also creates new ones.


Progression Warps the World

There are no levels. Just footprint.

The world reshapes around what you build, mint, or destabilize. Blueprints unlock narratives. Structures shift traffic. Ownership tilts economy.

Your progress isn’t measured—it’s felt. By the map, the factions, and the other players bleeding from your choices.

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Last updated 21 days ago