A medieval fantasy adventure that runs right in your browser.
Nothing to download, nothing to install. Just click Play and start your story.
Plays on your computer, phone or tablet. One account, up to five characters, saved in the cloud.
Sword and shield, bow and arrow, or raw magic. Pick your style, pick your battles, and work up from chasing goblins to staring down a dragon.
Earn your own folding skiff and click any open water to sail it — along the coasts, out to lost islands, and across two open seas to whole other continents — gilded Meridia in the east, wild Vespera in the west.
A second spellbook hidden away in a stolen tome. Earn it and you can freeze your enemies solid, drain their life, and rain down storms of ice.
Chop, mine, fish, cook, smith and burn your way to true mastery. Every level makes you noticeably better, and the best resources are worth the climb.
Save a panicking cook, end a goblin raid, clear the Crown City's sewers, slay a drake in a volcano — then cross the sea and end a century-old curse. Fourteen quests, each with real rewards.
Deer bolt when you get close. Wolves stalk the tree line. Windmills turn, inns have rooms upstairs, and every village has people worth talking to.
In the far corner of the mainland the ground turns to ash and lava. Ember drakes, magma golems and cinder wraiths guard the greatest treasure in the realm.
Bosses drop unique weapons no shop will ever stock. At the top sit three Ultimates reserved for true masters — and across the sea, a crown heavy with a dead king's gold.
Full touch controls on phones and tablets. One account holds up to five characters, and every one of them saves to the cloud.
Every shot below is captured from the current early build — the game grows every week, and these will grow with it.
From the castle town where your story begins, across a burning waste, over an ocean dotted with islands, to a gilded continent with a curse in its corner — south to a warm sea of island paradises and a marble metropolis, and west across the Dusk Sea to wild Vespera, whose capital opens its one gate only to the worthy. Here are a few of the realm's jewels.
The castle town at the heart of it all. Your first quests, your first sword, and a hot meal in the Gilded Tankard.
The Crown City, seat of the High King. Giant walls, three great gates, a multi-floor castle — and a sewer no one talks about.
The Golden City: a sprawling southern capital of marble halls, golden rooftops, grand markets and more money than sense.
A city of mages and alchemists crowning the eastern highlands, its beacon visible for half the realm.
Two harbour cities on the south-east coast, built on trade, salt air and the biggest fish in the realm.
Ash to the horizon, lava in the low ground, and every scrap of treasure the old world left behind — guarded by dragons.
Across the sea: gold terraces, the capital Auremont, the mining town of Vessa — every skiff from Eastmere puts in at Goldstrand.
The Evening Continent across the western Dusk Sea: tundra, prairie, a mountain spine — and Vesperion, the greatest walled city in the world. Its one gate opens only for the Warden's seal.
Vesperion's open-air arena. Face the Pit Behemoth, the Storm Revenant and the Iron Colossus — no reward but glory, and no defeat that lasts. Fall, and the stewards prop you up outside the door.
A marble metropolis rising in three shining tiers from its harbour to the Pearl Palace. Grand baths, a great library, a moonlit mage tower — and cutpurses in the arcades.
A waterfall pouring off the plateau into a turquoise lagoon, tiki bars on the sand. Pure vacation — apart from the King Crab that rules the reef.
A grey, silent vale in Meridia's north-east where the exile king was entombed with his hoard. The locals will tell you not to go. Listen — until you're ready.
Shaping the world...