About 40,000 locations is the current world-size target. The playable foundation is being proven in much smaller regions first, then expanded as the connected-world systems earn their place.
A world made of connected places
Each tile is somewhere, not just a square
A location may be a woodland path, a riverbank, a town street, a ruin or a carefully built encounter. You can walk around freely inside it, then leave through a connected edge to enter the next place.
You do not begin with a perfect world map. Roads, landmarks and directions become useful knowledge because the unknown world stays out of sight until you reach it.
Paths above and below
One place at a time
Surface travel follows north, south, east and west connections. Up and Down routes can lead into buildings, caves, dungeons and other layered places without pretending that everything must sit on one flat map.
Only your current location is active and visible. That keeps each place readable, makes distant places mysterious and helps the game run on modest computers.
Puzzles that open the way
Some places ask you to stop and understand them
Planned puzzle locations are self-contained: the clues and the means to solve them live in the place itself. Paying attention can open a previously blocked route to something worth finding.
They are being designed so a solo traveller can complete them, while genuine parties can solve them together without one player being left behind.
A world that remembers
Places can carry their history forward
We are building toward a persistent adventure that remembers what happens instead of routinely wiping it away. Settlements may be founded, grow and rebuild through visible stages.
Abandoned places may slowly return to nature. The aim is a world where yesterday’s choices become part of the road the next traveller finds. These living-world systems are still pre-alpha plans rather than finished gameplay.
A never-ending adventure
Large and lasting, not literally infinite
The planned map is enormous but finite. The “never-ending” part is the life of the adventure: one persistent character, one world with memory, and new stories growing from what happens there.