
02 BATTLE
TOWN. EXPEDITION. RETURN.
- 01GATHER
Meet in town. Enter the same authoritative fight alone, or with up to three others.
- 02BUILD
Grow from kills. At four and eight, a major upgrade offers three choices.
- 03RETURN
Win, and carry rewards home. Fail, and return empty-handed to set out again.
A roguelike run, laid over an online world.
The first loop still holds: meet in town, finish one forest expedition, bring the result home. What changes is what that run becomes.
01
Online gathering
Town is a public safe zone. Set out alone, or form a party of up to four. After the server locks the roster, everyone enters the same authoritative forest fight. There is no mid-run join, and no separate local match.
02
In-run build
Kills grant experience. Minor upgrades appear at 2, 3, 5, 6 and 7; major upgrades at 4 and 8. The cap is eight. Each traveler draws from a private deterministic pool. Taken or maxed cards do not return.
03
The major choice
A major upgrade opens a leather scroll and lays out three cards at once. The traveler who is choosing is locked, unable to move or attack, and personally invincible. The combat clock pauses only when every still-controllable companion is choosing.
04
Settle and return
Defeat the overlord, and each locked-roster member receives a persistent reward and returns to town. Wipe or abandon, and the reward is zero. The town remains. The next run’s build starts over.

Know More About
The server decides. The weather does not.
Why combat resolution lives on the server, why weather is confined to the presentation layer, and the firewall between the two.
KNOW MORE ABOUT BATTLE →