VERY EARLY PROTOTYPE · v0.1.0Rough, unfinished, and likely buggy. Feedback welcome.
PAUSED
SOUND
GRAPHICS · ALL MODES
Applies immediately and is saved for every mode. Attacks, loot and danger markers stay visible.
CONTROLS
Fixed (default) stays where you press or touch. Floating follows long drags.
The Forge's skill orb sits on your thumb's side. Hold F / Q and aim with the mouse, WASD or arrows; direction keys aim instead of walking until you release F / Q to cast. Tap for the nearest foe; return to the aim centre to cancel.
DEBUG
HOW TO PLAY
RAINROAM
∞
ENDLESS WILDS
Explore eight lands in one continuous world. Old paths cross rivers and lead to guarded ruins. Defeat a site's guardians to open its treasure, then approach the lantern to heal and set your return point. Death returns you to that waystone with your discoveries and relics intact. The snowy north and unique caves await in the second ring; the void road leads to the final boss. A world seed recreates the landscape, and your journey is saved on this device.
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THE FORGE
An arena of relics. Waves of foes pour from the rifts; stand still to strike with your weapon, and drag the glowing orb in the corner to aim your skill (time slows while you aim; a quick tap fires at the nearest foe). Sparks fill the bar at the top: each level offers three cards, and every third level a new weapon or skill. Relics stack, and certain pairs resonate into named synergies shown in gold. Elites drop rare spoils. The bench (wrench button) lets you try any loadout or foe.
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THE STILL EXPANSE
Enter a glowing ring to begin a trial. GOLD: race through sparks before the light fades; each restores dash energy and adds time. BLUE: defeat two waves of guardians. CYAN: time your dash as a red wave turns each seal cyan. Each sigil grants an upgrade and restores your health. Failed trials restart at their own checkpoint; earned sigils stay. Ground lights lead to the named destination; use CHANGE DESTINATION to choose another trial. Three sigils open the next sky.
MOVE
Drag with a mouse or finger to steer. Choose a fixed or floating joystick in SETTINGS. Fixed is the default on every device and stays where you press until you release. Keyboard: WASD or the arrow keys.
STRIKE (CAT KNIGHT)
Face nearby foes and stand still to swing your sword. A wide arc hits a whole crowd. You keep facing away from foes behind you.
CAST (RAINKEEPER)
Walking gathers rain drops, up to three. Face a foe and stop to cast a straight bolt; each bolt spends one drop. You aim only at targets ahead.
DASH
Lift your finger and tap, tap with a second finger while moving, or press Space / Shift to dash the way you face. It costs stamina (the green bar) and nothing can touch you mid-dash.
HEARTS & DANGER
Hearts are your life; slain foes sometimes drop one. A red ring or line under a foe shows where it is about to strike: step out or dash through.
POTS & CHESTS
Smash pots, open chests. Relics stack up to three per run: Swift Boots, Heart Amulet, Long Blade (Rain Prism for the frog) and Wind Charm.
THE GATE
The skull above the gate counts the foes left on the floor. Slay them all and the way opens; a floor arrow points to the last foes, then to the gate.
FLOORS
Five biomes repeat as you descend. New foes join from floor six: diving lantern moths, stomping golems and bombers with lit fuses. Every fifth floor a boss waits in the Crypt: the High Priest, and from floor ten the Warden. Pause any time with Esc or the button under your relics.