Pre-alpha concept of a parchment map made from connected wilderness tiles

Pre-alpha world design

How the world fits together

mudgame is being built as one vast world of connected places: roughly 200 by 200 locations, with about 40,000 roads, forests, settlements, caves and hidden spaces to discover.

Design preview

This page describes accepted or planned direction, not features available in the current owner-test build.

Current target≈ 200 × 200connected surface locations
Planned scale≈ 40,000places to explore
TravelN · S · E · Wplus routes Up and Down
What you seeOne placeyour current location
A target, not a finished map

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.

Concept map showing connected forest, river, settlement, ruin and mountain tiles
Pre-alpha concept — the map is learned place by 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.

Concept showing a connected surface world above linked rooms, caves and dungeons below
Pre-alpha concept — surface routes can lead into layered destinations.

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.

Concept of adventurers solving a light-beam puzzle inside a stone dungeon chamber
Pre-alpha concept — a puzzle can turn one location into a memorable discovery.

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.

Eight pre-alpha concepts showing one wilderness location growing from a small crossroads into a larger settled landscape
Pre-alpha concept — one place changing through visible stages over time.

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.

See who may live there

Meet the pre-alpha travellers

Look closer at the character-model auditions and the selected terrain direction being prepared for mudgame.

See the visual direction