
The Plugin New Game Mode system is a modular framework that enhances Sipher Odyssey's gameplay experience through dynamic progression mechanics and specialized game modes. This flexible architecture allows game designers to create diverse play experiences by toggling features on or off for different dungeons, creating entirely new game modes, or modifying existing ones with minimal development effort.
The Plugin system introduces a specialized in-game currency (XP) that players collect during gameplay and spend to activate powerful effects:
XP Sources:
Defeating enemies (varies by type and difficulty)
Completing optional objectives
Additional sources specific to game modes
XP Milestones:
Configurable thresholds trigger special events
Primary function is activating Augment Selection Screens
Team-based or individual progression available
Progressive scaling for continuing challenges
When players reach XP milestones, the game presents augment choices:
Solo Mode: Individual augment selection
Cooperative Mode: Various selection methods:
Individual augment pools for each player
Shared augment pools with team voting
Mana-based selection system
Augment Pools:
Dungeon-specific augment collections
Race/sub-race augment options
Equipment-based augment possibilities
A parallel system that introduces challenging modifiers:
Corrupted XP Sources:
Passive accumulation over time
Failing optional objectives
Taking damage from corrupted enemies
Using "Unstable Augments" that trade benefits for corruption
Corruption Effects:
Auto-activated at corruption milestones
Selection screens for strategic choices
Apply negative modifiers to gameplay
The Plugin system introduces a sophisticated wave-based encounter system:
Wave Index: Encounters tied to specific wave numbers
Spawn Parameters:
Spawn radius around players
Maximum enemy count limitations
Wave duration controls
Boss spawn conditions
Enhanced objective system with expanded functionality:
Team Objectives:
Shared objectives across team members
Collective contribution tracking
Team-wide rewards and punishments
Wave-Specific Objectives:
Objectives tied to specific waves
Progressive difficulty scaling
Wave-appropriate rewards
Sophisticated system for tracking progress and triggering events:
Configurable Thresholds:
Player count scaling
Progressive difficulty
Infinite milestone options
Trigger Effects:
Augment selection screens
Boss spawns
Environmental effects
Corruption activation
The Plugin system supports various game mode types:
A survival mode featuring:
Wave-based enemy progression
XP accumulation from defeats
Augment selection at milestones
Corruption system creating escalating challenge
Boss encounters at specific waves
Tower defense style gameplay with:
XP used to purchase defensive structures
Waves of enemies with escalating difficulty
Optional objectives modifying gameplay
Specialized augments for defensive play
Competitive multiplayer mode featuring:
Team-based and FFA variants
Multiple victory conditions
Round-based structure
XP for personal and team enhancement
The Plugin system creates strategic depth through:
Risk-Reward Decisions: Powerful augments vs corruption risks
Team Coordination: Shared objectives and augment voting
Build Planning: Creating synergistic augment combinations
Adaptation: Adjusting to corruption effects
The Plugin architecture allows for continued evolution:
Time-Based Augments: Effects lasting for specific durations
Level-Based Augments: Effects spanning multiple dungeon levels
Wave-Based Augments: Effects lasting for certain enemy waves
Additional Action Mechanics: New ways to collect currency
[Last Updated: March 4, 2025]