The Builder
Put a house in the world, block by block.
- Buy a deed, walk the land, and plant your home where you want it.
- Build freely inside your lot: walls, locked doors, chests, workshops.
- Lived-in ground becomes a pattern the Grid remembers.
One persistent world made of blocks, shared with everyone. A miner, a mage, a ship captain and a murderer are all the same kind of character who made different choices. Forge the blade, raise the house, sail the gate, bring down the Champion. Nothing to download: open a tab and you are in.
You can't master everything, so everyone needs someone. Free to play during Open Beta, no download, and no planned wipe of characters, skills, property or progress.
There is no menu where you pick one of these. Each is just a handful of skills you chose to practice, and you can change your mind any day you like.
Put a house in the world, block by block.
Steel, timing, and something enormous to test them on.
Magic is what happens when the Grid agrees with you.
Raise a beast worth bleeding for.
From a rowboat to a ship of the line.
Everything worth owning, somebody made.
One world became many. Go and see.
Unseen, unheard, and already inside.
Win the fight without drawing a weapon.
Out past the gates, other players are the endgame.
A quiet life, and the whole town eats because of it.
Build something that outlasts your login.
Swing a sword and you get better with swords. That is the whole progression system, and it changes everything downstream of it.
This is what changing your mind looks like. Mining is set to fall, so as Animal Taming rises with every attempt, Mining quietly gives up the room. Healing is locked: it will not move either way. No fee, no reroll, no trip to a trainer.
Every skill earns its own title as it climbs, and the world sees the one you choose to wear. The full title chart is in the Codex.
Nobody here fights by pressing a rotation. A spell is a sentence said out loud where everyone can read it, and a sword swing is a moment you either set up or wasted.
Each school speaks to the Grid in its own voice. Pick a school, then pick a spell to hear what a caster says.
Every spell in the CodexMagery throws raw force and opens the roads between places. Resonance mends and joins. Necromancy calls back what has ended. Attunement listens to the Grid itself, Warding holds a line, and Tempering turns the same current inward, into the body of someone who would rather swing than cast.
Arm a move, and it rides the swing that connects. Every weapon family has its own, and bare hands have more.
Every move in the CodexFour evenings, four different games. All of them on the same character, if you like.
You log in at your own front door. The pickaxe comes out at the hill behind town, and by the time your pack is heavy you have found a richer seam than yesterday. Back at the forge you smelt, hammer, and turn out a blade clean enough to carry your name. A stranger buys it from your vendor that night while you are asleep.
Skills you just used
You have tracked the pack for an hour. You pick the big one, stand your ground, and start talking it down while its packmates circle. It takes three tries and most of your bandages. You feed it, name it, and walk it home. Keep feeding it and in time it will bond, and after that it is yours for life.
Skills you just used
Eight of you hold a ruin while the waves climb. The healer is shouting, the bard has two brutes fighting each other, and the mage's words light the air a heartbeat before the fire lands. Then the Harbinger itself walks out. When it falls, a gate opens where it died, and everyone who truly fought has a claim on what it carried.
Skills you just used
Your sloop clears the harbor at dusk. Past the gate the law is different and everyone aboard knows it. A sail shows on the horizon. You come about, load chain to take her rigging, and send your best swimmer over the side for whatever sinks. Home is a long way back, and the hold is full.
Skills you just used
A sentient lattice of force and memory runs through the space between every block. It is the source of all magic, and it is paying attention.
Long ago the Event shattered one world into many fragments. The Grid is what still holds them. It remembers structure and repetition: a house that stands and is lived in, a road walked every day, a place where people keep dying. Toggle Grid Vision and you can see it for yourself.
Every spell is a sentence spoken to it. Casters say their incantations out loud, in light, above their heads, and the words are built from the spell's own meaning. Learn a few roots and you can read a stranger's intent off the air, and already be moving when the fire arrives.
And you are not the only ones listening. The Attuned are a people of the Grid who hold their own ground, raise their own halls, keep herds, send parties through the gates, and remember what they watched you do for as long as the world stands.
Everything below is the real thing, turning on your screen exactly as it stands in the world. Hover a model to spin it.
From a one-room cottage to a guild fortress. You walk the footprint, see the ghost, and it rises where you stood.
Every design in the CodexCottages, houses, towers, homesteads, manors, keeps and castles for one owner, and fortresses for a guild. Each comes in several sets of materials, and every one is a real place on the map with neighbours, a sign by the door, locks, and a guest list.
Every hull has a deck you walk on while it moves. The big ones carry guns down both sides.
The full fleet in the CodexFrom a rowboat you can carry to the water, through cutters and sloops, to ships of the line with a full broadside. Seafaring decides what you can captain; Gunnery decides what you can hit.
The world broke into many. Each fragment keeps its own land and its own law, and gridgates join them.
Open the AtlasYou begin on the fragment that held, under the old law. Beyond its gates the ground changes, and the rules change with it.
All of this is live today. Each tile opens the full detail in the Codex or the Atlas.
Deeds from cottage to estate, placed by hand with a ghost preview. Your sign, your locks, your guest list.
A bank box you reach from any banker, gold that spends from anywhere, and chests you can lock, share, or have picked.
Ranks, a vault, halls that grow with prestige, contracts, and wars both sides agreed to.
Player-run shops that sell while you are offline, a secure trade window, and mail that carries gold and goods.
Many hulls with walkable decks, destructible rigging and three kinds of shot.
Dominant and recessive traits, hidden carriers, rare mutations. Genetics pass down; training never does.
Till, sow, water, cross-pollinate. Keep animals in your own paddock for wool, milk and eggs.
Hundreds of recipes across the workshops, with quality that follows your skill.
Harbingers, the Wound-born, the Vacant Court of Champions, and at the end of it all, the Last Sovereign.
Many worlds, each with its own land and law, joined by gridgates. The live Atlas maps them all.
Stories that branch on what you choose and on who you have become. An outlaw gets a different ending.
Hire companions who learn by doing, exactly as you do, and wear the gear you give them.
A people of the Grid with their own halls, herds and hunting parties. They hear what you say, and they remember it.
Dye tubs, outfits you can save and swap, and gear that shows on your body exactly as you wear it.
Affixes, hit spells and named artifacts, found in the deep places or imbued at a frame by someone who knows how.
How far your name carries, and what it means when it arrives. Your deeds write your title.
Still being forged: Ship boardingSunken dungeonsSieges
Danger is what makes a sword worth forging and a house worth locking. It is also fenced: you always know what law you are standing under.
Fall, and you rise as a ghost. Find a healer and you are back on your feet. Your skills take a short knock that wears off on its own, and it never costs you a title.
What a corpse gives up depends on the fragment you died on. Anything Sealed stays with you regardless. There is no insurance to buy, so carry what you can afford to lose.
Attack an innocent and the world sees it. Towns are guarded, guards cut down criminals, and defending yourself is never a crime.
The law cards above are read live from the world. See every fragment and its rules in the Atlas.
Account, character, starting skills, and exactly what to do when you land in town.