| Dual Universe is currently under a .|
All players with access to the game are strictly prohibited from sharing any details about their experience or gameplay.
As such, information on this wiki may be inaccurate or outdated.
In Dual Universe, a player can be virtually anything, be it an Explorer, Builder, Pirate, Faction Leader, Spy, or anything else they can imagine. The main focus of Dual Universe is player-driven emergent gameplay, and thus the game works much like the real world. There are countless planets, moons, and asteroids to explore, each with their own set of resources. There are ships and bases to build, with ways to optimize them for combat, maneuverability, or cargo space. There are methods to build a safe and controlled environment for players to live in and interact, encouraging governments and organizations. Players have the options to increase their skills and abilities in virtually any area of the game, allowing them to trade their skills for money, resources, or the skills of others.
Player activities can include any of those mentioned, and more. The game is designed so that they can combine with other players to create an emergent gameplay experience, where anything can happen and no event is scripted.
In Dual Universe, a builder is someone who creates constructs using voxels. They spend much of their time in the game using materials to create different vehicles, buildings, or other structures. Building is a time consuming and resource demanding activity, but it is extremely necessary as without building, there would be no ships with which to explore or fight!
Explorers are the pioneers of Dual Universe; exploration is one of the most alluring activities to players. There is an entire universe to see, filled with countless worlds and other unknowns waiting to be discovered. Some rare resources are found only on certain worlds, and thus exploration may yield very high returns to those with the abilities to make the discoveries.
In Dual Universe, gatherers collect resources by various means, and those resources fuel all other activities; nothing can be built without first gathering the materials required to build it. Mining is the main facet of gathering, which is done by hand using the players nanoformer to extract resources from planets, moons, or asteroids.
It has been disclosed by the developer that farming and fauna systems will be implemented in the game in a later expansion. When this happens depends on the community's desire for it.
Industrialists are manufacturers. They create constructs from blueprints, refine resources into materials, and fabricate them into items. Essentially, industrialists take resources and refine them to make them more usable for others.
Leaders are those in charge of factions or organizations of players working towards various goals as defined by the players. Teamwork will be an important part of Dual Universe, given that many significant parts of the game will take large amounts of time and resources, including skill training. Thus, players that band together will be more successful, and those who have a leader will be even better off.
Mercenaries are hired guns; their loyalty is bought, not earned. Mercenaries do whatever job their employer needs them to do, which usually involves conflict with other players. The enticement of mercenary work is the adventure and never-look-back lifestyle that they live, where commitment to a particular cause or organization is never permanent.
The military lifestyle in Dual Universe involves a commitment to a particular cause or organization. Players who are members of a military will protect the interests and assets of their association at all costs, fighting with all kinds of weapons in order to eliminate their enemies.
Pirates are players who focus on PvP, and survive by stealing from others. Pirates will probably be hunted by many groups, and should be prepared for hunting parties coming for their hideouts to stop the raids on their territory.
Pirate Assets could range from makeshift ships to fully armored Battlecarriers. In the end, a successful pirate design shares one common theme: if it's in danger, it can flee.
Pirate Prey varies largely depending on the Pirate Group in question; a small, weak Group would prey on rouge miners and scavengers, picking off the weak. By doing this, they gather resources and build up their strength, allowing them to tackle larger prey, continuing the cycle until pirates have the region in their iron grip.
Spies infiltrate organizations and deceive. They attempt to steal the secrets and inner workings of organizations for personal gain, or for the advancement of their own organization. The secrets of large conglomerates may be very valuable, and spies seek to steal this information using deception in order to harm or even destroy them.
Traders are the merchants of the universe. They may travel around or stay put, but they are always looking for good business opportunities. The commodities they trade may be anything; resources, materials, items, or even skills, trading their skills for the goods of others.