I’m developing a large-scale, persistent RPG designed to run entirely inside Telegram, but with the depth and longevity of a full MMORPG rather than a casual bot. The core idea is simple but powerful: every player is permanently defined by fate, not choice yet their path still branches over time. ⸻ When a player starts the game for the first time, a character profile is created and one random base class is assigned from a very very large pool than u can imagine . Players do not choose their base class. That class becomes their foundation for the entire game. As the player progresses and reaches specific level milestones, their base class evolves into advanced classes, forming a multi-stage class progression system. Example: • Mage → Fire Mage → Fire Weaver • Mage → Ice Mage → Frost Weaver • Warrior → Berserker → Blood Reaver • Archer → Ranger → Storm Marksman Each evolution: • Changes stat growth patterns • Unlocks new abilities or passives • Alters combat identity and scaling Advanced classes are not guaranteed choices. • Some evolutions are random • Some are condition-based • Some are extremely rare • Some paths are hidden entirely Two players with the same base class can end up completely different at high levels. ⸻ Class Balance Philosophy Classes are intentionally not equally strong at all stages. • Some classes dominate early game but scale poorly • Some are weak or frustrating early but become top-tier later • Some are consistent and reliable • Some are intentionally underpowered, acting as challenge or prestige paths • Hidden classes and evolutions exist that most players will never encounter Power is not fairness based. It’s progression based. Story : The game is set on a planet called Blue Star. During a historical event known as The Riftfall Period, interdimensional rifts were forcibly opened across the world. These rifts connect Blue Star to countless other dimensions and allow foreign monsters to invade. The invading creatures are familiar fantasy archetypes players already understand: • Goblins • Orcs • Trolls • Undead • Demons • Beasts • Dragons These monsters are not original species for the sake of being different they are recognizable enemies from manhwa, novels, anime, and games, making the world immediately readable and intuitive for players. The rifts destabilize the planet and flood it with mana, permanently changing reality. ⸻ Mana, Classes, and Progression Mana exposure causes survivors to awaken classes. Classes are not balanced by design: • Some are powerful early and fall off later • Some are nearly useless at low levels but become extremely strong after upgrades • Some remain consistent throughout the game • Some are intentionally weak, acting as challenge or prestige paths • A small number of hidden classes exist that most players will never encounter Classes evolve into advanced forms at higher levels, either through player choice, random chance, or special conditions. Progression is slow, permanent, and persistent. ⸻ Dungeons Dungeons are not portals. When mana accumulates beyond a critical limit in a single location, it collapses inward and forms a self-sustaining mana ecosystem. These areas become Dungeons. • Monsters inside dungeons are created by mana itself • Dungeons continuously regenerate enemies • Bosses form naturally where mana density peaks • Rewards scale with danger Dungeons are high-risk, high-reward content meant to drive long-term progression. ⸻ Combat & Gameplay Loop Players interact through commands: • Fight monsters • Enter dungeons • Travel between regions • Manage inventory and equipment Combat is calculated server-side using stats, abilities, and controlled RNG. Winning grants experience, gold, and item drops. Losing applies cooldowns or minor penalties to prevent frustration while maintaining risk. All progress is saved automatically. ⸻ PvP & Social Design PvP is designed around Telegram groups. Players can challenge others in the same group. Matchmaking rules and level limits prevent high-level players from farming weaker ones. Rewards include: • Gold • Ranking points • Special items Guilds expand this into large-scale gameplay: • Players form or join guilds • Guild wars are organized PvP events • Rankings and exclusive rewards create long-term competition ⸻ Economy, Pets, and Inventory • Full inventory system for gear, consumables, and rare items • Shops using in-game currency • Pets that provide passive or combat bonuses • Region-based drops and dungeon-exclusive items Everything is persistent and scalable. ⸻ Design Philosophy • Familiar monsters for instant accessibility • Deep systems for long-term retention • Server-side logic to prevent manipulation • Cooldowns to control spam and pacing • Balance tools for live tuning This is built as a long-term service, not a short-lived bot. The Inventory is not just storage — it is player’s status window. From the inventory interface, players can view: • Core stats (HP, Mana, Attack, Defense, Speed, etc.) • Derived combat values • Active passives and effects • Equipped gear and bonuses • Pet bonuses • Temporary effects from potions, relics, or world buffs • Hidden modifiers unlocked through progression or fate The inventory acts as the central control and information hub of the character, replacing traditional UI panels found in standard MMORPGs. This design fits Telegram’s command-based interface while keeping complexity and depth intact. ⸻ Power Is Not Class-Exclusive While classes define the foundation, they are not the sole source of power. True strength comes from the combination of: • Class and class evolutions • Equipment quality and rarity • Item effects and synergies • Potions and consumables • Pets and companions • Rare, hidden, or one-time-use mechanics A weaker or unlucky class can still become formidable through exceptional gear, pets, or rare items. Likewise, a strong class with poor equipment can fall behind. I can give class name , images , monster names and images , and other item , weapon etc names and images