What’s in it

A free multiplayer RPG rendered entirely in text. This is the honest inventory — what you actually do, and what is actually built.

A run, start to finish

You make a character, and that character gets exactly one life. You take work from a trading post, walk out into ground that gets worse the further you go, and either come back or you don’t. When you don’t, your Sanctuary keeps your companions and stored gear, and you begin again as someone new at the same address.

The pull is the phantoms. They come up on their own, drawn to the living, and work their way toward the nearest town — so there is always somewhere that needs putting back down. They are also the only place companion eggs come from.

Combat is a deck, not a menu

The combat deck screen: ten ability cards with mana costs, mastery ranks and copy counts.
The deck screen. Thin what you never play, keep copies of what you do, and watch each card’s mastery rank climb as you use it.

Fighting together

A combat round: a Wight in ASCII art takes damage while the player's sprite and Wolf Pup companion fight back.
A round in progress — the monster in ASCII, your battler sprite carrying its gear, your companion swinging beside you, and the damage landing when the animation reaches its target.

Dungeons

Companions

Eight companions rendered as ASCII art in different colour variants.
Eight of them, each drawn in full. Type, rarity and colour variant all stack, so two players’ wolves rarely look alike.

Characters & progression

The inventory screen with a fully equipped character, each item showing rarity colouring and rolled stats.
Nine slots, rarity tiers and rolled stats — including affixes that grant +X to your ability ranks, so gear changes what your cards do.

The world

Making things

Economy

Playing with people

Starting out

“They do like their lists, don’t they. None of it will help you. Do come in anyway.”