E2V1 2025 Sneak Peek Follow Up Article Core E2V1 Design Updates
May 26, 2025 – Sydney, Australia – Welcome to the follow up article for the latest E2V1 Sneak Peek Footage video release. This article is designed to provide further explanation on some of the footage that was showcased, what it means, how it works and what we’re designing and building as a team. Not all of the details mentioned in this article are planned for release in 2025, but several early components are scheduled for release or being worked on, and sharing this now helps Players at the very least understand what to expect and plan ahead around what’s coming up on the platform should they wish to.
If you have not yet seen the video, check it out! All footage in the accompanying video was rendered in real-time within the Earth 2 game engine, inside a pristine 510,072,000 km² geographically accurate 1:1 digital replica of planet Earth.
We know and understand it’s often more fun to experience new features once they’re live and historically we have released features first then followed up with articles later once the feature is stable – but we feel the early features scheduled for E2V1 are important for the community to understand ahead of time, therefore releasing informative articles like this one early is essential. In this particular case, the article gives context to the video footage, sheds light on important system designs in development and provides a list of short-term goals we’re focusing on delivering. It’s part of being transparent and importantly helps our community to know what to expect, while also to assisting them in making informed decisions about upcoming features and systems.
The following content provides a breakdown of the systems currently in design and development. Every system has been thoughtfully designed to connect and work into a bigger picture with every detail playing a part in shaping the evolving Metaverse style platform we envisioned for Earth 2.
Foraging, Crafting and Quests
Foraging and Crafting will play a central role inside Earth 2 both short and long term, not only forming the foundation for the basis of life, exploration, crafting and survival, but also by facilitating the first deep seated symbiotic relationship between Land Owners and Players with the introduction of quests and trading.
In order to complete early quests or trades, you will need to forage and craft. Foraging will take place on a per tile basis inside E2V1 where Players must choose 1 target to forage on each individual tile they travel to while exploring. Once a target item on a tile has been searched and foraged – for example, a bush or tree – that tile then becomes unsearchable for any other Player on the platform for 365 days. Searches that take place on a Player-owned property with specific upgrades or stakes that enable earlier refresh rates may have shorter cool down periods before the searchability of the tile is reset. This design encourages Players to venture further into the wilderness in search of materials, especially when operating in popular locations, and encourages Land Owners to upgrade the land or systems for shorter refresh rates. Land Owners will also earn a portion of materials found on their properties which aligns with some of our earliest ideologies for Earth 2.
Once a Character is synthesised, whether it be a free-to-play Player accepting a sponsor quest from a Land Owner or a Land Owner creating a new Character from their own Mentar, Players may control their Character and begin gathering materials from the environment around them. Foraged materials won’t just support survival but will unlock new opportunities inside E2V1 by way of crafting.
A number of the base items and base consumables can be directly crafted using raw foraged materials alone, however, more advanced items will require combinations of materials or crafted items with specified energy types. These new energy types will be obtainable by all Players, including free-to-play, either while playing inside E2V1 for Blue Energy, for example, or through upcoming interactive geolocation-based systems for Purple Energy attainable by people who interact and earn in Earth 2 from the real-world. The interactive geolocation-based system will also introduce new avenues for T1, T2 and T3 Land Owners to earn from activities that take place on their land from the real-world on a daily basis, with a higher chance of activity taking place in locations that are populated or have high foot-traffic.

Blue Energy will have a specific focus on the advanced crafting and binding of materials or items and Purple Energy, while still being required as a material for some advanced health and stamina potions, will predominantly provide an alternative non-rechargeable power source to Essence.

While Blue and Purple Energy will be useful in different situations, both energy types will have multiple use cases inside Earth 2 as well as an interesting dynamic from an overlapping discoverability relationship. Some of these additional use cases could be just as important such as being needed for automation or power to capture weakened animals or creatures.
If Players do not have enough of the required Energy types to craft, they may use Essence in its place. While Essence will be an ideal alternative for some Players for their crafting requirements, it won’t be a possible to substitute for every craft recipe and often only certain energy types will have the ability to craft some specific items. These new Energy types, such as Blue and Purple Energy, will provide a clear free-to-play option for Players both inside Earth 2 and the real world, who would prefer to grind or save their Essence for other utility cases.
Any Essence that is used by Players for crafting purposes will be 50% burnt and 50% to treasury. Any Energy types utilised for its specific use case will be 100% consumed at the point of use.
In line with the recent “Dawn of Life” article, Free-to-play Players will be able to synthesise a Character inside E2V1 without needing to have mined or otherwise collected any E-ther. In return, the Player will typically be assigned a quest by the Land Owner who sponsored their life. Once the Player completes that quest, their Character will be free and the Player may do as they please with their Character so long as they keep their Character alive. take other quests or explore different ways to earn Essence and progress within Earth 2.
E-ther based Quests are important as they provide a new Character life in the location of the Mentar offering the quest for the free to play Player accepting the Quest. However, Land Owners will also be able to create other types of Quests in return for Essence as well. These Quests can be discovered, accepted and completed by Characters inside E2V1 so long as the Character accepting the Quest is considered free and does not have an E-ther based Quest outstanding.

While a Land Owner is free to use their own Character to search for a particular item and provide it to their own property, they may also opt to create an Essence based Quest for another Player to complete it for them. For example, a Land Owner may want a T1 C1 Teleportation Upgrade Chip for a specific property. They could create an Essence based Quest tied to that specific property and offer Essence as a reward to whoever delivers the chip first.
If a Player accepting an Essence based Quest can supply the item the Land Owner requires, then the quest will be considered complete and the Player will receive the Essence reward set by the Land Owner. This system will be particularly useful for large property moguls who want to utilise their vast number of properties to gather specific items or to further advance their properties within the EcoSim without having to source materials and craft required items themselves.
These mechanics will give rise to countless strategies once all of the systems are live and in place. Some strategic Players might observe trends in certain regions and predict what items Land Owners will soon require, not only based on the EcoSim progress in the region but also what type of mini-games or other activities may be common in that area. Whether completing quests or preparing in advance to fulfil them, location and local storage systems will become essential – especially early on – as teleportation systems and location focused Characters begin to shape the strategic landscape of various districts.
As the foraging and crafting systems expand, material discovery will grow increasingly complex. Environmental factors such as time of day, season, biome, weather, location and even the altitude may impact the materials that become available for discovery and even alter the outcome of crafting materials. While the base foraging and crafting system will be fairly easy to learn, elements will be difficult to master and those who exercise time and curiosity may discover materials or crafting results hidden from others.
The first parts of the crafting system will begin with the release of Chapter 1 which is scheduled for early access Q2 2025. It will initially focus on materials and items that are needed to keep Characters alive. This initial roll out will not include E-ther, Essence based Quests or the new energy types, all of which will follow as expansions after initial systems are tested and stable.
Day Cycles, Moon Cycles, Weather and Seasons
The team has been designing and building a range of global and environmental systems that will gradually come online. These core systems will form the base foundation for how the entire planet functions and in some cases will interestingly link back to the real world. Importantly, they will also introduce more layers of immersion, realism, survival and strategy for inhabitants inside E2V1.
Days will be structured as four six-hour day-night cycles per every real-world day. That means one day on Earth will contain four E2V1 day-night cycles with 3 to 4 hours of daylight and 2 to 3 hours of night. The calendar date will remain the same across all four E2V1 days, aligning with the real Earth calendar. By designing a six hour, four day-night cycle system, it ensures Players in any global time zone will have access to at least one daytime and nighttime cycle during their daily real world schedule. This prevents time-sensitive events or discoveries from being regionally unfair, opening access to potential discoveries and events regardless of where you live or what your routine usually looks like.

Moon Cycles will be synced with the actual moon cycle from the Earth calendar. Every day in Earth 2 will reflect the correct lunar phase, adding another layer of immersion that can and will impact gameplay, opportunities and experiences over time. Special events like blood moons and other solar events may also introduce limited time experiences.
Seasons in E2V1 will also be synced with the real world. That means when it’s winter in Europe, it will be winter in the same region in Earth 2. Environments and game play will adapt with the seasons, affecting flora, temperatures, materials, survival and more. Though the seasons will be synced to the corresponding areas from the physical world, some biomes will deliver surprising results depending on where they are placed. For example, discovering a winter wonderland in a desert region or a lush tropical jungle in the middle of Europe might result in different base climate conditions as a result of the biome, but the biome will still reflect the regions season status. These anomalies are designed to throw some curve balls to Players and are a reminder that not everything inside the Earth 2 Metaverse has to, or will, mimic the physical world.
Weather Systems will randomly spawn inside E2V1, largely depending on the biome and season, and will initially include light rain, storms, lightning and snow. These aren’t just visual effects and will directly impact gameplay, therefore, Players will need to dress their Characters accordingly to keep them safe and healthy. For instance, walking through a snowstorm without the right clothing could result in your Character freezing. Players will need to wear appropriate gear to survive harsh climates. It’s important to note that cosmetic skins won’t offer any protective benefit and the underlying functional clothing worn is what matters. Your survival will depend on what your Character is actually wearing underneath the cosmetics.

Alongside the time of day, weather, location, biomes, moon cycles and seasons, the altitude and other environmental surroundings can affect which materials or resources appear and even influence crafting outcomes. Certain rare items or improved crafting results might only be discoverable under specific conditions, such as a full moon on a mountaintop at night in winter during a snowstorm.
The Day Night system, seasons, weather and moon cycles will be part of the Chapter 1 early access released Q2, 2025.
Early Transportation
Transportation will evolve over time as the industrialisation of the EcoSim takes place and more advanced logistical options emerge. Though Chapter 1 marks the very beginning of life inside E2V1, there are still several transportation methods that will be available:
Character Movement with your base avatar is the most basic form of travel. Your Character can walk or run through E2V1 while carrying inventory. This costs stamina, and even health, if you want to move at a faster pace and may be best used for close range local or non-urgent transportation of goods.
The Glider is another method of transportation for Characters which is craftable in Chapter 1 using foraged materials. The Glider allows Players to jump from high locations and glide across long distances. It is faster than travelling on foot and consumes much less stamina than running and also provides a handy option for Players needing to escape a situation.
The Wingsuit is another early method of transportation, similar to the Glider but significantly faster. It is crafted from materials and Blue Energy. Flying with the Wingsuit is more demanding, and you cannot fly indefinitely as pulling up while in flight requires stamina. If stamina runs out, the Character will begin using health and if the health is fully depleted, the Character dies. This risk-reward mechanic adds tension and fun to traversal. It also comes in handy when escaping a tricky situation and could also be used for future games and recreational activities.
The Global Mentar Teleportation System is possibly the most important transportation method available in early E2V1. It allows Characters to teleport between distant Mentars using Essence, with the amount required varying based on the destination Mentar and the teleport fee the Land Owner has set for Players to use their Mentar. Importantly, Characters cannot teleport with inventory – only with active implants already on their Character meaning the long term global resource transportation systems remain relevant, positioning the teleport system as a strategic movement tool of Characters placement rather than a shortcut for transporting goods.
Teleportation will especially be useful in both early and long terms by instantly relocating lifeforms to anywhere in the world, facilitating Players who need their Character to operate out of key global locations. Players can build up and store items in various regions for when they might need to return to those locations for future quests or other purposes. The restriction on inventory items teleporting also means one Character cannot easily master all desirable locations without spending time to establish local item and inventory supply, introducing purpose behind supply and demand trade while providing a wider opportunity in regions for other Players to establish a foothold.
Wildlife
Wildlife will be discoverable throughout most of the world in Earth 2 and we plan to gradually expand the list of available species over time. As Players explore, they may encounter different types of animals and interact with them in a number of ways:
- Slay animals to harvest food or materials.
- Capture and raise them for agriculture purposes on land they own.
- Tame them for riding or other utility purposes.
- Train and upgrade them.
- Temporarily mind-control animals you overpower to achieve specific goals or find materials undiscoverable as a Character.
Some animals will be more difficult to capture than others and may even injure a Player if they are not adequately prepared. As mentioned above, there will be certain materials or objects that an avatar cannot forage directly. In these cases, Players will need to discover methods of using an animal to find and retrieve the resource – either through temporary mind control or by taming the animal sufficiently to follow commands. Just be careful, if you overstay your welcome during mind control you might just end up stuck in the animal forever.
On the technical side, Earth 2’s team has already developed some early AI to govern wildlife behavior and have developed early open-world spawning systems to support animal activity inside the massive open world of E2V1. We expect early access to the first wildlife AI systems to be available in Q3, 2025.
Earth 2 Hordes Brief Recap and Additional Details
Earth 2 Hordes is an open-world discoverable mini-game designed to operate as Co-Op PvE on Player-owned properties. Players can activate this gameplay feature by staking Essence on their properties. Once activated, Hordes of combat units will be drawn to the property at varying intervals.
The size and strength of the Horde will depend on the type of property and the amount of Essence staked. Some Hordes may be small and manageable; others, larger and more challenging. This system rewards proactive Players with an engaging PvE challenge that ties directly into the broader E2V1 economy and progression systems.
By discovering and defeating Horde units, Players will have the chance to receive a range of loot drops. These drops will vary in type and rarity, including (but not limited to):
- E-ther particles
- Weapons
- Clothing
- Blue Energy, Green Energy, Red Energy
- EcoSim Blueprints
- Miscellaneous item drops

Each loot type will have different drop chances, making each encounter a unique opportunity for rewards. The system is being developed to ensure loot remains relevant and supports broader gameplay goals including crafting, combat and progression. Notably potions are not potential loot items meaning they need to be crafted or traded before heading into battle.

Earth 2 Hordes is currently scheduled for an early access release late Q3 2025. More information, including specifics around loot mechanics, Horde scaling, Green Energy and synergy with other systems (like buildings and crafting), will be revealed closer to the release date.
Egg Hunts
Egg Hunts are an exciting, competitive PvP free-for-all mini-game that can be hosted on Player-owned properties. Multiple Players are dropped into the chosen property at the same time empty handed after queuing for the game and must compete to find any hidden eggs.
Designed to be fast paced and entertaining, the game begins with the Game Master randomly hiding one or more eggs in tiles across the property. Players enter the game empty-handed and must search for the hidden eggs.
Throughout the hunt, loot boxes will appear randomly, offering Power Ups that Players can use to assist them in finding and securing any elusive eggs. These Power Ups include items like speed boosts, homing missiles, portal guns, giant transformations and the infamous chicken bomb, among others. Players can carry up to two Power Ups at any given time. Once a Power Up is used, it can be replaced by finding another loot box.

Speed Boots will allow a Player to move at exceptional speed for a short period of time – even outrunning a Homing Missile. Can be used when holding an Egg.

The Mushroom will temporarily transform the Player into a giant not only allowing them to jump on other Players to squash them, but to also reduce the effect of Homing Missiles and Hammer attacks. Can be used when holding an Egg. If you are jumped on by a Giant when holding an Egg you will drop it on impact.

The Hammer allows Players to jump and smash other Player relocating them by way of the rag doll express. Cannot be used when holding an Egg and if you are hit by the Hammer when holding an Egg you will drop it on impact.

The Portal Gun allows the Player to shoot portals within a set time period. The Player shoots twice to activate two portals before the portal can be used. This allows the Player to strategise and choose whether to shoot close then far or far then close, depending on what they intend to do. The Player may shoot unlimited portals during a set period of time but only two portals will remain active at any given time. Cannot be used when holding an Egg.

The Homing Missile relentlessly tracks down its targets and sends them flying on impact. It can be activated once a target is acquired and locked on by the Player and will chase them for 15 seconds before self exploding if the target is not reached. Cannot be used when holding an Egg and if you are hit by the Homing Missile when holding an Egg you will drop the Egg on impact.

The Shield is a valuable Power Up that defends against numerous incoming attacks. It only activates for 5 seconds, but can repel Homing Missiles, Hammer attacks, Giant Jumps and Chicken Bombs. You can activate the Shield when carrying an Egg.

The Chicken Bomb is on a one way mission to see people dancing in the Metaverse – most likely at the worse possible time. Any Player caught in the radius of a Chicken Bomb explosion and does not have a Power Up active to negate the effect, will be dancing the chicken dance for 5 seconds and unable to use any of their Power Ups. The thrower of the Chicken Bomb is also vulnerable if within the bomb radius. Cannot be used when holding an Egg and if you are hit by a Chicken Bomb when holding an Egg you will drop it on impact and start dancing.
The above set of Power Ups will provide an extensive amount of game play strategies while still keeping the game easy to play and enjoyable. Additional Power Ups may be added, removed or adjusted over time.
Locations searched by a Player on the property will be marked on their interface, so they know where they’ve already looked, but they will not be able to see where other Players have searched.
When a Player finds an egg, their avatar enters “Egg Mode,” carrying the egg above their head. While in Egg Mode, the Player can use stored Power Ups so long as they do not require interaction from the arms, such as the Hammer, Chicken Bomb, Homing Missile or Portal Gun. To win, the Player must hold the egg for a set time of at least 30 seconds on a 50 tile property, or longer on larger properties. Other Players can use Power Ups to dislodge the egg from the Player’s hands and knocking it on the ground making it free game for all Players to pick up. If the timer completes without interruption while a Player is holding the Egg, the Player wins the egg and exits the contest. Remaining Players can continue to compete for any remaining eggs.
In addition to any Essence prizes the Land Owner may set, Earth 2 will also contribute additional loot into the Eggs, which will be revealed once the Player hatches the egg. The value of Earth 2’s contribution depends on the Game Master type and the Land Owner’s prize tier. Higher prize tiers and entry fees attract better loot, which could include animals, creatures, seeds, energies, blueprints and other items.
The size of the property determines how many Players can participate and how many eggs can be hidden. For example, a 50-tile property may host 5 Players and one egg, while a 750-tile property could host 50+ Players and more than 20 eggs per game.

The Mentar Game Master upgrade will be a strict pre-requisite for hosting Egg Hunts on your properties. Mentars will be upgradeable through special Game Master blueprint chips, which can be discovered in the open world or crafted.
These chips will be heavily focused on required Resource Occurrence Units that will add bonus multipliers unlocking higher prize amounts, more hidden eggs and other benefits depending on the type of Game Master chip and matching Resource OUs required. For instance, a Gold Game Master Blueprint Chip requiring Gold OUs might offer a 4x prize multiplier in addition to other land Tier and property size bonuses, while an Iridium Chip might offer a 20x boost.
The Egg Hunts mini-game is scheduled for early access release in Q4 2025. More specific information will be provided closer to launch.
Early Building
The first buildings inside E2V1 will focus primarily around early platform mechanics, including Crafting, Quests, Earth 2 Hordes, storage, retail and energy. These early building systems are essential for testing leading up to larger EcoSim features in the future.

The earliest buildings will serve core gameplay needs and include the following:
- Garden Beds are an early agricultural structure constructable using discoverable materials inside E2V1. Seeds will also be discoverable when exploring and foraging. These seeds will be used to sprout a variety of plants, allowing Players to grow and harvest crops to feed their own Characters, other Players, make food products, prepare meals or sustain any animals they’ve captured.
- Storage Units will provide a secure place to store inventory, energy units and other digital byproducts from a Character’s inventory in a safer location than carrying them on their avatar or hiding them away. Rudimentary blueprints for these early buildings mean that while one Storage Unit only takes one tile space, there can only be one per four tiles not including one tile that must remain free for the Mentar. Each Storage Unit will have limited space and may be accessed by a single Player which can be shared across multiple Characters. Land Owners can build these for personal use or rent them to other Players for Essence.
- Retail Shops will allow Players to store and list items for sale. Most early-game craftable items will be sellable through these Shops in limited amounts. Examples of early shop inventory might include health potions, meals and stamina potions – especially useful in Horde-heavy areas or hotspots where Players who don’t have time to forage and craft potions might roam in numbers. Shops require a designated shopkeeper, which is a synthesised Character that must be sustained with food and water. These synthesised Character Shopkeepers can also wear cosmetic skins to provide better aesthetics or uniqueness for the store.
- Power Distribution Towers are critical infrastructure pieces that deliver power to buildings within a certain radius. They must be built near or otherwise connected to renewable energy sources via their own network, that provide enough charge to keep them operational for the distribution of energy. In the long term, some Land Owners may focus on becoming energy providers, supplying nearby properties, or even cities, for a fee.
- Renewable Energy Sources such as Wind Turbines and Solar Panels will ensure early methods of recharging Essence energy sources is available. Both of these will be very early renewable energy models that will be upgradable via the EcoSim as it evolves. These will be required to feed charge to buildings ensuring they remain operational.

All functional buildings – including Storage Units, Shops, Residential Buildings, and Power Distribution Towers – will require energy. If the EcoSim’s power cell system is not yet active at the time of launch, Players will be able to temporarily power buildings by staking Essence but this Essence can lose its charge and needs to be supported by Renewable Energy Sources to provide sufficient charge to keep the buildings operational.
While some Players will be able to sustain their properties and maybe even provide for others, there will always be Players who own a lot of Land but don’t have enough Essence, or hold a lot more Essence than they need for the Land they own. Over time the EcoSim will evolve to facilitate relationships where larger Essence holders can work with Land Owners to inject their Essence in infrastructure that provides power to regions inside Earth 2 for rewards. This will provide more opportunities to large Essence holders, or Players with excess Essence, to not only participate in powering parts of Earth 2 but to also gain rewards from it.
For now, the first building types covered above will support early elements of upcoming E2V1 mechanics while also setting foundations for the new phase of the EcoSim. As the EcoSim progresses, these systems will become more and more interconnected. While factory buildings, a major component of the EcoSim, are not expected until 2026, this first wave of early building functionality is targeted for the end of 2025 or early 2026.
Meanwhile, you never know what other important information you might find and acquire while exploring E2V1.

Join the journey, shape the future. Earth 2, the People’s Metaverse.
About Earth2
Earth 2® is a futuristic concept for a second earth; a metaverse, between virtual and physical reality in which real-world geolocations correspond to user generated digital virtual environments. These environments can be owned, bought, sold, and in the near future deeply customised.
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