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Resident Evil Online
Resident Evil Online is a fan-made concept, with no connection to Capcom. Resident Evil and its characters, places and names belong to Capcom.
51 documents · 10 parts
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00 · Overview
- Start HereWhat Resident Evil Online is, in ten minutes: the night, what makes it Resident Evil, why it is not just another extraction shooter, and where to read next
- Project OverviewTitle, register rules, terminology, premise, and the measure of a night
- Narrative IllustrationsThe Prologue and A Night, Illustrated: dramatizations of the rules
- A Night, PlayedOne whole Survivor night in the Raccoon City of 1998, played by one player from the Waiting Dark to the After-Action Report, with every system in motion
- Launch ScopeWhat the launch holds, what comes after it and when, and the scope rule that keeps new systems out until the launch is proved
01 · Lore
- The Lineage and ElpisThe viral lineage from 1966 to 2026, and Spencer's cure
- PithosThe organization that built ΜΝΗΜΗ: origin, rules, Chain, its shape (one body, many rooms, who knows what), Archive, Cellar, Lid, Pyxis, and what it wants
- ΜΝΗΜΗΜΝΗΜΗ herself: names, make-up, the Growth, the anomalies, purpose, a night's time and the world's time, personality, voice, breaks
- The Sleepers and the RememberedWho the survivors really are, the Waiting Dark, what the body keeps, the Last Night, the Remembered
- The EchoesThe Echoes: what they are, what ΜΝΗΜΗ keeps, offline play, queue fill
02 · Core Systems
- The SessionThe session, Survivor at a glance, waking points, scale, the shape of a Survivor night, the blueprint
- ΜΝΗΜΗ as DirectorΜΝΗΜΗ as director: voices, Laws, the Pulse, stillness, planning, leavers, her bodies, visions
- The InfectionThe Mark, transmission, strain map, anomalous strains, stages, clock, antivirals, Down, Resonance
- Elpis in the NightElpis in a session: the road, the paced Reserve, the Last Trial, the drop, one dose a night, the scar
- The StrainsThe six viruses, Petitions, pure strains, the Embrace
- What ΜΝΗΜΗ Leaves OutWhat ΜΝΗΜΗ leaves out of her world, the Plaga of the Valley, and its pesetas and Merchant
- The TurnedThe Turn, the four shapes, who plays on, Hunts, the Second Night, the Lost
- The ExtractionThe verdict, the ways out of each map, improvised ways out and their odds, the signal, boarding, the Climb, departure, the end of the night, the Last Scene
- The Dead and the EngineeredSound tiers, threat levels, the dead, containment, B.O.W. events, anomalies
- SurvivalHealth, hunger and thirst, Self-Examination and tending wounds, inventory, worn gear, stashes, scarcity, crafting, safe rooms, vehicles, fighting and fleeing
- DestructionWhat breaks and who breaks it, what breaking changes, the Heavy indoors, breaches, collapses
- Objectives, Restrictions, and EventsObjectives, restrictions, puzzles, vaults, secret weapons, events
- The LivingCooperation, voice, reading the Mark, the Mark within a squad, the clean, betrayal
- DilemmasWhere the rules of a night make survivors choose between each other: the sources of roleplay, the carried dose, the end of the road, the beacon, the door, and worked examples
- The SurvivorsWho is played, survivor creation, tone, progression, Hardening
- The After-Action ReportThe After-Action Report and its variants
03 · Worlds
04 · Survivor Mode
05 · Story Nights
- Story Nights and the People of the RecordsFaithful to the records, as recorded, story nights, live scenes, Moments, Late Wakings
- The People of Raccoon City, 1998Acts, beats, named creatures, the Last Morning, people, roster, and ties of Raccoon City, 1998
- The People of the Valley, 2004Acts, beats, named hosts, people, the Island's End, roster, and ties of the Valley, 2004
- The People of the Ruins, 2026The people, named creatures, roster, and ties of the Ruins, 2026
06 · The Service
- Presentation and TechnologyCamera, engine and the look, the rebuilt city, servers, matchmaking, voice, music, and how each system is built in practice
- The ServiceThe First Run, the Opening, the Promises, Conduct, and the record they answer
- The EconomyInk Ribbons, earning, Exposure, prices, Release Weekends, Patron, the Wardrobe
- Cosmetics and the DossierCosmetic rules, each thing to its time, Looks for each world, what can be owned, gear in Survivor, the Dossier, the diorama
- Seasons and New ContentSeasons, Casefiles, events, Crosstime Weekends, the order of arrival, early access
- Offline and OwnershipOffline play, ownership, and what happens if the service ends
07 · Feasibility
- The Business CaseCosts, revenue, cases, break-even, sensitivity, population, verdict
- ΜΝΗΜΗ, BuiltHow ΜΝΗΜΗ would actually be built: the layers under a night, perception, the Pulse, the planner, the Law validator, roads and the Reserve, the announcer, the Echoes, the dead at scale, telemetry, tools, budget, and the games that already proved each piece
- Legal FeasibilityWhether the design is legal to ship in the main markets, where it is not yet, what must change, and what the fan-made project itself may and may not do
- Market PrecedentsThe games most like Resident Evil Online that succeeded or failed, the context each one succeeded in, what they share, and what Resident Evil Online needs to do to join them
- Audience and GenreWhat the Resident Evil community wants and refuses from online games, what Resident Evil Online has that its genre does not, whether it is a new genre, whom it can attract, and how the modes beyond Survivor stand against the record
- Launch AlternativesWhether Resident Evil Online should launch as a hub of the modes the community already knows, with Survivor later; what that would cost, earn, gain, and lose; and a third order the documents already hold
08 · Future Development
- Future DevelopmentThe modes kept for possible future development, and how each would touch the rest of the game
- OutbreakOutbreak: the eight, the scenarios, the virus, the escape, difficulty
- VersusVersus: characters, setups, the dead, formats
- MercenariesMercenaries: score, time, ranks, formats
- Recollections and EndlessThe Recollections frames and Endless
- The RefugeThe Refuge: a room of the player's own, built from their dioramas, in place of the menus, with guests and an arcade. A future feature, not a priority