Fast Travel Not Included
There is no fast travel. You walk, sector by sector, and things find you on the way.
You make a character, spend eight points across four stats, and are put down in a procedurally generated world of biome-segmented sectors. Walking triggers encounters. Fights are turn-based, and a turn ends as soon as everyone has acted — ten seconds is the limit, not the pace, so thinking slowly holds up the whole fight. Between fights you craft your own techniques, socket what drops into what you wear, rest to recover, and level up.
Death is permanent. Losing a fight — to a monster or to another player — ends that character.
Start here
- Getting Started — making an account, your first character, your first few minutes
- Controls — how to actually move and act
The player guide
| Character | Stats, archetypes, vitals, levelling |
| Combat | Turns, attacking, fleeing, using items, what a kill pays |
| Techniques | Crafting your own attacks, weight, neural capacity |
| Items | Equipment, sockets, containers, what a shard does where |
| Crafting | Fusing shards, making materials, forging your own gear |
| World | Sectors, biomes, rooms, getting around |
| Stash | Storing what you cannot carry |
| Factions | Joining, territory, war |
| Fighting Other Players | Ambushes, challenges, refusing |
| Tips | Things worth knowing before you learn them the hard way |
How the game works underneath
The guide above tells you how to play. These describe the systems themselves — the actual formulas, thresholds and rules — for when you want to know why a fight went the way it did.
- World Generation — how sectors, biomes and rooms are built
- Combat — encounters, turn resolution, damage and escape formulas
- Characters — stats, archetypes, levelling, vitals
- Items — equipment, containers, socketing
- Techniques — crafting, elemental properties, burden
- Factions — territory, raids, treaties, PvP
- Stash — stash rooms, faction networks, the HQ reserve