The game

You are a Wayfarer
with a living ember.

A mythic survival, building and adventure game in which a world that has forgotten itself is rebuilt, generation by generation, from a single hearth to the stars.

A river valley with a second village of brick cottages and a gravel road
Brickmoor, the second village, and the road in. Real gameplay, wave 5.
What you do

A day in the Wilds

The same rhythm in every age, from the first camp to the last city.

  1. Wake at the hearth

    Feed the fire, read the notice board, see who arrived in the night and who needs warmth.

  2. Work a trade

    Farm, fell, smelt, build or barter. Trades earn ranks and Marks; every person carries a spiritual gift, the charism.

  3. Build and venture out

    Raise cottages, roads and bridges, take a quest or go down into the Deep, and bring back what you found.

  4. Hold the light

    At dusk the gloam comes. Lamps and a lit hearth keep it off; a closed shelter keeps you safe until morning.

Three layers, one world

The surface, the Deep and the Drift.

One connected world grown from a seed, with no portals between the layers: you walk, dig, sail and fly.

Surface

Ten great regions

A river valley to start, then fields gone wild, an old forest, a wine-dark sea, forge mountains, singing moors and high peaks, each with a Keeper, a ruined shrine and a trial.

Below and above

The Deep and the Drift

Below: old galleries, glowing caverns and the buried halls of the old world. Above: floating islands held up by lodestone, and a frozen city to bring home.

The story, in a paragraph

The Wilds were made whole and then forgot themselves. One spirit, Ophion, the Deceiver, taught the world to stop tending, and the gloam came in where the lamps went out. You wake on a riverbank with an ember that will not die. Across five acts you light the first hearth, gather folk, sail out, go down into the Deep to heal a grieving giant rather than slay it, and climb to bring a lost city home. The Herald gives himself up so the light can go on, the long winter turns, and your family carries the hearth through the ages until a child of your line lights the last lamp among the stars. You can follow every thread or ignore the story and simply build: the world remembers either way.

How you play

Built for builders and for adventurers.

Moving

Walk, run, crouch, mantle, climb, swim and dive; later ride, row, sail and glide on crafted wings.

Needs

Health, hunger and warmth. A good cooked meal lasts a long time; no constant snacking.

Rest

Sleep to skip the night. On the seventh day folk lay down their tools, eat and play music.

Death, your way

Gentle modes wake you at your hearth with nothing lost; harder ones drop your pack; Ironhearth is permanent.

Carrying

A 27-slot pack, a 9-slot hand bar, and a wheelbarrow, handcart or ox when the load is bigger than your back.

Talking to the world

Look at anything for its name, its state and a line of lore. Ask for help, give, pray at a shrine.

Who it is for, and the ages

Builders, adventurers, town-makers and story-lovers, from families to dedicated players. We are designing for ages 10 and up, with family accounts and parental controls; the formal age rating is still to be set. Player-versus-player combat stays in opt-in, age-gated worlds, and the Founders release runs in private friend worlds.

Be there when the first hearth is lit for everyone.

Join the Founders waitlist