Controls
| Input | Action |
|---|---|
| WASD | Move |
| Shift | Sprint (drains stamina) |
| Left Click | Weapon attack — or cast equipped rune. Ranged weapons hold-to-aim, release-to-fire. |
| Right Click | Use equipped tool (axe, pickaxe, hoe, fishing rod) |
| E | Interact (pick up, open chest, talk, descend ladder, etc.) |
| Tab | Open Inventory / Crafting / Quests / Stats |
| T | Open chat (multiplayer) |
| Esc | Close any open dialog / menu |
HUD & Stats
- Top-left: Health, Stamina, XP/Level bars.
- Top-right small boxes: Weapon (W) / Tool (T) / Armor (A) equipped slots. Knuckles show in W when nothing is equipped.
- Minimap: Scrolls with the player. In multiplayer, other players show as colored dots matching their chosen body color.
- Damage numbers: Yellow on enemies, red on the player. Mirrored to all players in multiplayer so you can see hits on teammates.
The five attributes
| Attribute | Effect per point above 1 |
|---|---|
| Health | +10 max HP |
| Stamina | +8 max stamina |
| Attack | +0.55 weapon/tool damage |
| Defense | Flat + percent reduction on combat damage only |
| Magic | Reserved for the future spell system |
Player level cap is 30. Each level grants one attribute point, spent on the Stats tab.
World
The world is procedurally generated as a regional map window: broad landmass noise creates large continents and natural islands, while ocean-basin noise creates medium seas. The spawn remains a protected meadow near world center, but biomes are no longer forced into one ordered mainland.
Each biome has its own enemies, palette, weather flavor, hazard, and signature buildings (cottages in meadow, hunter cabins in woods, sandstone ruins in desert, etc.).
The Underworld
- One Ladder Down spawns for each biome in the current generated window.
- Press E to descend into a cavern centered on that ladder.
- Underworld enemies are 2× HP, 2× damage, 2× XP.
- Boulder-heavy — bring a Pickaxe (3 Flint + 3 Meadow Sticks).
- Climb the Ladder Up at the descent point to surface. Dying surfaces you automatically.
Progression — the Orb System
How orbs work
- Every biome spawns one Primary Progression Dungeon. The orb lives in the end chest.
- Every biome also spawns 1–3 Secondary Trial Dungeons. One holds that biome's Recipe Sheet.
- Dungeon entrances are NOT containers — you have to enter and clear.
- Dungeon state is per-run-persistent: cleared enemies don't respawn, opened chests stay open.
The nine biome rewards
| Biome | Power Orb | Recipe Sheet unlocks |
|---|---|---|
| Meadow | Meadow Power Orb | Meadow Log Cuirass |
| Woods | Woods Power Orb | Resin Hatchet |
| Dark Forest | Dark Forest Power Orb | Warded Bark Cloak armor |
| Plains | Plains Power Orb | Windglass Spear, Heat Mail armor |
| Desert | Desert Power Orb | Copper Knife, Reed Boots armor |
| Ocean | Ocean Power Orb | Reed Crate Kit, Fur Armor armor |
| Tundra | Tundra Power Orb | Frozen Bluecap Berries, Sealed Mask armor |
| Jungle | Jungle Power Orb | Smoked Starfruit, Climbing Gear armor |
| Mountains | Mountain Power Orb | Copper Axe, Iron Sword, Stoneblood Tonic |
Recipe sheets unlock recipes once they're in your inventory — the Crafting tab shows them as locked until then.
Bosses authored: Meadow, Woods
Primary Power Dungeons in Meadow and Woods use a full boss-gate flow:
- Enter dungeon, fight through the combat wing.
- Clearing all combat enemies unlocks a door into a large boss room.
- The biome boss is roughly 4× the player's size.
- Killing the boss unlocks a second door to the orb chest.
- Taking the orb teleports you back to the overworld and collapses the structure — that orb is claimed for the run.
Later biomes (Dark Forest → Mountains) use the older "clear → chest unlocks" flow until those bosses are authored. Same orb reward, no big monster yet.
Water Hazard & Armor
Biomes no longer hurt you just for entering without the right armor. Difficulty comes from the enemies there. Water is the only passive armor-check hazard: standing or swimming in water without protection applies 5 HP/sec non-combat damage.
| Hazard | Damage | Required armor | Unlocked by |
|---|---|---|---|
| Water | 5 HP/sec | Reed Boots | Desert Recipe Sheet |
Buildings, dungeon interiors, underworld layers, and boats suppress water hazard damage.
Gathering
Walk up to a resource and press E to harvest most props; trees and boulders need a tool.
| Material | How to get it |
|---|---|
| Rock, Coal, Ore Fleck | Mine boulders & ore/coal nodes with a Pickaxe (right-click). The Underworld is the richest seam. |
| Logs & Sticks | Chop trees with an axe. Wood type matches the biome you cut in. |
| Grass | Gather grass tufts across the meadow and plains. |
| Flint | Flint nodes — needed for every starter tool. |
| Resin | Resin blobs on trees. |
| Clay | Clay deposits on riverbanks. |
| Pond Reeds / Reed | Reed clumps at the edges of ponds and rivers. |
| Mushroom, Flower, Berries | Forage the matching ground props. |
| Bone | Bone piles. |
| Shell | Shell clusters along the shore. |
| Ice Crystal | Crystal nodes in the Tundra. |
| Vine | Vine props in the Jungle. |
| Dry Grass | Brittle desert grass. |
| Leather | Drops from meadow & woods creatures. |
| Bent Fishhook, Waxed Twine, Dry Tinder, Sunbleached Bone | Found in containers — camp remains, fallen carts, hollow logs, burrows, barrels, crates, chests. |
| Copper Ingot, Iron Ingot | Smelt Ore Fleck + Coal at a Forge. |
| Recipe Sheets & Power Orbs | Cleared from biome dungeons. |
Crafting
Some recipes also need a nearby station: smelting at a Forge, cooking at a Firepit, water at a Water Treatment Station. Recipe-sheet items stay locked until that biome's sheet is in your inventory.
Craft by hand (no workbench)
| Item | Ingredients | Notes |
|---|---|---|
| Pointy Stick | 1 Rock + 1 Grass + 1 Meadow Log | Weakest melee weapon (5 dmg) |
| Wooden Hammer | 3 Meadow Log | Places & removes built structures |
| Workbench | 8 Meadow Log + 4 Rock + 2 Coal | Unlocks all other crafting |
Tools (workbench)
| Item | Ingredients | Use |
|---|---|---|
| Woodcutting Axe | 2 Flint + 3 Meadow Stick | Chop trees → logs |
| Pickaxe | 3 Flint + 3 Meadow Stick | Mine boulders → Rock / Coal / Ore |
| Hoe | 1 Flint + 3 Meadow Stick | Till soil for farming |
| Fishing Rod | 2 Meadow Stick + 3 Grass + 1 Bent Fishhook | Cast at fish shadows |
| Stone Hammer | 6 Rock + 2 Meadow Stick | Blunt melee tool (Crush) |
Weapons, armor & consumables (workbench)
| Item | Ingredients | Effect |
|---|---|---|
| Slingshot | 2 Meadow Stick + 2 Grass + 1 Rock | Ranged; fires Rock as ammo |
| Bone Spear | 2 Bone + 2 Meadow Stick + 1 Waxed Twine | 7 dmg stab |
| Leather Skullcap | 4 Leather + 1 Bone + 2 Waxed Twine + 2 Grass | Light armor |
| Bone Necklace | 4 Bone + 1 Waxed Twine | Trinket |
| Healing Salve | 2 Mushroom + 1 Resin + 2 Berries | +30 HP |
| Stamina Tonic | 3 Berries + 2 Mushroom + 1 Resin | +30 stamina |
| Water Pouch | 2 Leather + 2 Grass | Empty pouch; carries 5 water units |
Stations & storage (workbench, placeable)
| Item | Ingredients | Purpose |
|---|---|---|
| Player Chest | 10 Meadow Log | Storage |
| Firepit | 5 Rock + 5 Meadow Log | Cooking |
| Forge | 10 Rock + 6 Meadow Log + 2 Coal | Smelting ore → ingots |
| Water Treatment Station | 6 Meadow Log + 4 Pond Reeds + 4 Rock + 1 Coal | Clean drinking water |
| Torch | 1 Meadow Stick + 1 Resin + 1 Coal | Light source |
Building & placeables (workbench)
| Item | Ingredients | Notes |
|---|---|---|
| Wooden Wall | 2 Meadow Log | Crafts 4 sections |
| Reinforced Wall | 4 Meadow Log + 1 Iron Ingot | Crafts 4; iron-strapped |
| Wooden Door | 4 Meadow Log + 2 Grass | Opens & closes |
| Wooden House | 80 Meadow Log | Livable interior |
| Bedroll | 6 Grass + 2 Meadow Stick | Sets your respawn point |
| Boat | 8 Meadow Log + 4 Pond Reeds + 2 Grass | Place in water, board to cross |
| Portal Endpoint | 2 Copper Ingot + 2 Ore Fleck + 4 Rock | Name two the same → bidirectional teleport |
Placing and removing built structures uses the Wooden Hammer (or Stone Hammer).
Sheet-gated tiers recipe sheet required
| Sheet | Item | Ingredients |
|---|---|---|
| Meadow | Meadow Log Cuirass armor | 12 Meadow Log + 5 Grass |
| Woods | Resin Hatchet | 4 Woods Log + 2 Resin + 2 Flint |
| Dark Forest | Warded Bark Cloak armor | 5 Dark Log + 2 Bone + 2 Mushroom |
| Plains | Windglass Spear | 2 Meadow Stick + 2 Flint + 2 Flower |
| Plains | Heat Mail armor | 3 Copper Ingot + 4 Flower + 6 Rock |
| Desert | Copper Knife | 1 Copper Ingot + 2 Flint + 2 Dry Grass |
| Desert | Reed Boots armor | 6 Dry Grass + 3 Waxed Twine + 2 Sunbleached Bone |
| Ocean | Reed Crate Kit | 8 Pond Reeds + 2 Shell |
| Ocean | Fur Armor armor | 8 Pond Reeds + 3 Shell + 4 Woods Log |
| Tundra | Frozen Bluecap Berries (×3) | 3 Berries + 2 Ice Crystal |
| Tundra | Sealed Mask armor | 4 Ice Crystal + 3 Frost Lichen + 2 Waxed Twine |
| Jungle | Smoked Starfruit (×2) | 2 Berries + 3 Vine + 2 Mushroom |
| Jungle | Climbing Gear armor | 6 Vine + 4 Jungle Log + 2 Iron Ingot |
| Mountain | Copper Axe | 2 Copper Ingot + 2 Meadow Log + 1 Meadow Stick |
| Mountain | Iron Sword (10 dmg) | 3 Iron Ingot + 1 Mountain Log + 2 Waxed Twine |
| Mountain | Stoneblood Tonic | 4 Ore Fleck + 2 Coal + 4 Rock |
Starting loadout
- 200 Meadow Log, 50 Grass
- 5 Charm Rune
- 3 each: Fire, Water, Lightning, Wind, Ice Rune
- 2 Portal Endpoint
- Woodcutting Axe, Hoe, Fishing Rod, Pickaxe, Wooden Hammer
- 6 Carrot Seeds, 4 Potato Seeds, 3 Starfruit Seeds
- 4 Coal
A separate Rune Chest nearby holds 5 each of the elemental runes + 3 Charm Runes.
Survival Loops
Cooking
- Place a Firepit, press E to open the cooking panel.
- Load fuel — logs/sticks give 2 charges each, coal gives 6 — and a raw ingredient. Each cook takes ~7.5s and burns 1 charge.
- Carrot→Cooked Carrot, meat→Cooked Meat, any Fish→Cooked Fish, Starfruit→Smoked Starfruit, Onion→Caramelized Onion, Pumpkin→Roasted Pumpkin.
- Cooked food restores both health and stamina. Raw meat/fish can hurt you on the way down.
Smelting
- Place a Forge, press E, load ore and coal slots. Each smelt takes ~9s.
- Copper Ingot = 1 Ore Fleck + 1 Coal.
- Iron Ingot = 2 Ore Fleck + 1 Coal.
Water & thirst
- Build a Water Treatment Station; it cleans water through charcoal and reeds.
- Fill an empty Water Pouch (5 units) at the station. Drink filtered water to top up thirst.
- Drinking unfiltered water works in a pinch but is risky.
Farming
- Use the Hoe (right-click) to till dirt.
- From inventory, choose Plant on a seed packet, then click a tilled cell.
- Grown plots become interactable — E harvests and resets to empty tilled dirt. Empty plots decay back to ground after 5 minutes if not replanted.
| Crop | Grow time | Harvest yield |
|---|---|---|
| Carrots | 5 min | 2 |
| Onions | 6 min | 2 |
| Potatoes | 7 min | 3 |
| Starfruit | 9 min | 1 |
| Pumpkins | 10 min | 1 |
Fishing
- Equip the Fishing Rod in the tool slot, right-click on a moving fish shadow in water.
- Each biome has its own fish: Meadow Minnow, Woods Perch, Darkfin (Dark Forest), Plains Darter, Sandlung (Desert), Ocean Bass, Frost Char (Tundra), Jungle Catfish, Mountain Trout.
- Cook any of them at a Firepit for Cooked Fish (+20 HP, +12 stamina).
Boulder mining
- Boulders are NOT pickup-able. They need the Pickaxe.
- Each hit drops Rock and stone flecks. Mining skill reduces swings and improves yields.
- Underworld is boulder-heavy — main spot for Rock + Coal + Ore Fleck.
Combat
- Three attack types: Stab (forward poke), Slash (90° arc), Crush (short blunt).
- Knuckles are the no-weapon fallback (2 dmg, low stamina cost).
- Stamina drives sprinting + attacks. At zero you can't sprint or attack and walk speed is halved until it refills.
- Ranged weapons (Slingshot, Windglass Spear): hold left-click to aim 360°, release to fire. Slingshot consumes 1 Rock per shot.
- Charm Rune: equip in weapon slot, left-click to charm the nearest enemy within 8 units for 60 seconds. Consumed on cast. Charmed enemies fight for you. Player starts with 5.
Death & respawn
- "YOU DIED" overlay fades in over 1.2s. After 1.5s, press E to respawn.
- Respawn at last-used Bedroll if you've placed one, otherwise at world spawn.
- Dying in the underworld surfaces you first.
- 3 seconds of invincibility after respawn.
Multiplayer
- Modes: Host, Join (client), or dedicated server (CLI flag).
- Start screen: choose Host/Join → set name + body color → enter address/port → launch.
- First join: pick a starting meadow region. Any region is selectable even if someone's already there — the count shows how many players chose each one. Returning players skip the picker and respawn at their last saved position (or bedroll).
- Host's seed is authoritative; clients sync to it on connect.
- Chat: T opens chat (200-char max). Speech bubble pops above your player.
- Other players are visible as their chosen body color, with name tags and minimap dots.
- NPC dialogue uses OpenAI when an API key is set; falls back to a local generator if not.