Explore procedural wilds, roll for every action, gather resources, fight creatures, and grow a permanent adventurer.
Move beside an object or creature. The center die changes to the best available action. Roll it to fight, chop, mine, fish, forage, open chests, search ruins, or rest.
Your roll, tool tier, gear, and skill level determine success and yield. Low rolls may still grant a little skill XP. Monsters retaliate after surviving your attack.
You can leave for another procedural area at any time. Every trip creates a fresh map with different resources, monsters, treasure, and terrain.
Character levels increase maximum health and energy. Interacting with an unknown creature or resource identifies it in your Bestiary and Skilling Journal, permanently revealing its rarity color.
Travel Home at any time and press the center action with no target to rest. Build a Workbench, Farm Plot, and Tree Grove. Farm plots must be tilled, sown, and watered. Sowing or planting always opens an inventory seed picker; the game never chooses a seed automatically. Harvesting crops has a Farming-based chance to recover the exact seed that was planted: 25% at level 1, increasing by 3% per level to an 85% natural cap. Future tools and active skills can guarantee recovery through the built-in recovery hooks. The persistent World Clock controls crop and tree growth, a 28-day four-season calendar, day/night lighting, pause support, configurable real-time day length, and developer time jumps. Weather now persists by game day, includes a three-day forecast, changes soil moisture, affects crop growth, and creates daily homestead reports. Crops also have preferred, tolerated, poor, and dormant seasons that affect growth and harvest yield. Exploration areas now react to time and weather: nights generate more and stronger monsters but improve chest quantity, rarity, and loot; rain, fog, storms, snow, dawn, and dusk create biome-specific resource and encounter changes shown below the area title. Generated wilderness areas may also host a biome-appropriate traveling merchant. The Adventure Log announces their camp, the Travelers button highlights while they are present, and their limited inventory remains available until their World Clock departure time. Generated regions now receive permanent biome-specific traits and occasional landmarks. Traits modify resources, monsters, loot, and merchant traffic; discoveries are recorded in the Journal. Offline progress now uses an explicit real-world save timestamp. Reopening or resuming the game converts elapsed real time through the selected clock speed and applies it to crops, trees, weather, seasons, daily reports, and merchant departures. Growth uses real elapsed time and continues while the game is closed.
Tree seeds are rare drops from chopping wild trees. Homegrown trees can be chopped when mature and automatically regrow after their timer finishes.
At Home, press Manage Homestead to open the idle-management dashboard. Fields, orchard trees, and buildings can be used or inspected without moving.
Tap Home farm or grove tiles from anywhere to manage them. Use Inspect Target to view permanent IDs, names, age, health, genetics, production statistics, and history. Inventory stars assign up to four compact quick slots beside the movement controls. Tap an inventory or journal entry to inspect it. Detail profiles can store custom artwork for item types, discovered species, and unique persistent objects.