It plays without you
Log out mid-dungeon and the fight carries on. You come back to a full account of it: what you killed, what dropped, which skills moved and whether anything nearly finished you — 8 hours of it, banked while you were gone.
Ultima-inspired · Plays in your browser · Free
Thirty-eight skills and no classes. Fourteen towns, thirteen dungeons and a map you cross in real time. Close the laptop and your character goes on swinging, mining and fishing without you — then tells you everything you missed when you get back.
It is an idle game that refuses to be a spreadsheet, and an MMO that refuses to eat your evening. Here is the whole pitch in three parts.
Log out mid-dungeon and the fight carries on. You come back to a full account of it: what you killed, what dropped, which skills moved and whether anything nearly finished you — 8 hours of it, banked while you were gone.
Nobody asks you to pick a class. You get better at what you actually do — swing a sword and Swordsmanship climbs, bandage a wound and Healing does. All 38 of them are open to every character, and the only real decision is where your total skill cap goes.
Not a single "prestige" button in sight. Instead you arm your character: cast Heal below 40% health, Cure the moment something poisons you, keep Bless up, drink from this potion slot, and fight on until the bandages run out. Then you go and do something else.
There is no level number anywhere in this game. Progress is the reach of what you can survive, afford and build — and it goes a very long way.
Every town square has a training yard. The straw post never hits back and never dies, and the trainer beside it hands you bandages, food and a weapon for every fighting skill you take to 30.
Mine the rock face, fell the treeline, fish the town pond. Every swing is a chance at the next material tier — and an occasional chance at something that bursts out of the rock and objects.
Smelt it, forge it, sew it, brew it, scribe it. Nine crafting skills, and the deeper material tiers never turn up in a shop at all — the good kit on this shard is made by somebody, and it may as well be you.
13 dungeons, each deeper than the last, from a sewer under Britain to the Ice Dungeon and Hythloth. Bring bandages. Poison does not stop when the fight does.
13 bosses, one per dungeon, each called up with gold you farmed in its own halls. They hit like the end of a story and they drop things nothing else does.
Buy a deed, pick a plot, and stop being a person who lives in a backpack. It starts as a one-room cottage and it ends, if you are stubborn enough, as a four-storey castle with a moongate in the garden.
This is the mine under Minoc, mid-shift. Ore veins on the walls, another player working the far side of the cavern, a backpack open on the floor with the morning's haul in it — and a Sea Serpent's worth of nothing bothering you, because the only thing down here that objects is what bursts out of the rock face.
Every square you can reach is worked by clicking it, or left to the tick if you would rather it happened without you.
The interesting part of an idle game is not the waiting, it is what you told your character to do while you wait. Auto Cast is a priority list you write yourself, read top to bottom on every beat of a fight.
Four loadouts, swappable, so your dungeon rules and your training-yard rules do not have to be the same rules.
A tailor who fights. A mage who mines. A fisherman who happens to be the best cartographer on the shard. Your character is the sum of what you have actually spent time doing.
Skills climb by use and by nothing else — there is no experience bar to pour into whatever you like. What there is is a ceiling on your total, so a character who wants to be a Grandmaster smith is giving something else up to do it. That trade is the whole character-building game.
Travel is spent, not skipped — the far side of the map is a ten-minute walk and the shard keeps running while you make it. Which is exactly why a Recall rune, a faster mount or a moongate in your own garden is worth what it costs.
A house is the one thing in this game you build rather than find. Buy the deed, pick the plot, and the walls go up on ground nobody else can claim. Then it is storage, a workshop, a garden with a fishing pond, and a place to hang the trophies from every boss you have put down.
Everyone plays in the same world, on the same clock. The ore you did not mine is ore somebody else did, and the market is whatever the people on it decided things are worth this week.
Last update — Green Hands, And A Ladder Up · 2026-08-20
It is in open development and it is played every day. Bring a character into it, or come and watch over our shoulder while we build the thing.
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