Skip to content

Guide

The world

The map is a circle with the safe zone at its centre and a storm at its edge, and the layout is telling you one thing the whole time: distance from home is difficulty. You never need a level guide. You need to notice how far out you have walked.

Seven rings

The world is built as concentric rings around a single centre. Each ring holds creatures in a level band, and the bands climb as you move outwards, from the first ring's harmless beginnings to an outer edge where things comfortably out-level anything you can bring. There are no zone borders, no loading screens and no gates. You walk, and the fights get harder.

This is the oldest trick in open-world design, used here without apology, because it does something a quest chain cannot. It lets you find the edge of your own ability at your own pace, and decide whether to push it.

The Nest

The centre is a sanctuary. Nothing hostile spawns there, nothing chases you in, and health recovers noticeably faster inside it. It is where you begin, where the Hearthstone brings you home, and where you should log out, because resting there builds a pool of bonus experience that pays out over your next session. The Nest is a mechanical reprieve rather than scenery, and the flight back to it is part of the risk maths when you are deep in the outer rings with a bag worth keeping.

The storm wall

The world does not fade out at its edge or stop you with an invisible fence. It ends in a wall of storm hundreds of metres tall, visible from a long way in, shifting the whole palette towards ash and red as you approach. From altitude in the middle rings you can pick it out on the horizon in every direction, which is what makes the world feel round rather than square.

Three floating islands

Three islands hang above the map at roughly twelve, four and eight o'clock, each over a further-out ring and each higher than the last. They are real places. You land on them, walk their plateaus, fight what garrisons them, and fall off them if you are careless.

A floating island seen from island height, checkpoint rings in the sky and the ring world stretching to the horizon below
Island height: one of the three, with the rings of the world laid out below.

Reaching one is a flight problem rather than a permission problem. Your altitude ceiling is measured from whatever surface you launched from, so once you stand on an island you can climb from the island. What actually keeps you off the higher plateaus is the elites patrolling them.

Each island carries the start pedestal for one of the three racing circuits, and its own floating leaderboard showing who owns the course.

Mirror Lake

Out in the fourth ring there is a lake, and in it live eight elite fish in a level band that will comfortably kill an unprepared mid-level player. It is a small, dense, optional pocket of difficulty in an otherwise open expanse, the kind of place you find by exploring rather than by being pointed at it.

The lake's visual treatment is being reworked, so what you see there today is not its final look. The fish, the boundaries and the fight are all live regardless.

The three titans

On the inner edge of the outermost ring, at two, six and ten o'clock, stand the raid bosses. All three are level 33, a skull to anyone, and each is tuned for a different size of group:

  • Frostfang the Undying, a ground fight built for one player. The solo titan: long, honest, and beatable alone.
  • Tempest Drake, a flying boss built for a pair, fought in the air with everything the flight model taught you.
  • Eclipsewing the Sundered, the trio fight, in two phases. Airborne and ranged until half health, then grounded, enlarged, and in your face. In its second phase it mimics the last ability used against it and throws a weakened echo of it back, so bring your abilities carefully.
Tempest Drake, the flying raid boss, wings spread at close range against the dusk sky
Tempest Drake, the duo titan, met at its own altitude.

Engaging one is a proper encounter: a leash radius that holds you in combat while you are inside it, and mechanics beyond a larger pool of health. The titans are also the only source of Prismatic Feathers, the rarest currency in the game.

A boss that beats you has not wasted your evening. Loot and experience are shared by contribution, so everyone who did meaningful damage gets their own full experience and their own independent roll, rather than a divided share or a prize for whoever tagged it first.

What lives out there

A bit over two hundred creatures populate the world around you in a solo session, spread across the rings by level band. The population grows as more players share the world, up to a hard cap of 333, so a busy world never feels thinner than an empty one. About one in five is a flier.

Flying enemies fight airborne. They press you with ranged attacks, dive in when you get close, and climb away when you make distance. Hurting one does not knock it out of the sky; a wounded flier commits to the dive instead.

Elites sit between the ordinary creatures and the titans, and they change how a pull feels rather than just having more health. An elite's empowered ranged shot costs it a slice of its own health, so a drawn-out fight becomes a race between your pressure and its self-spending, until it drops low, stops paying, and commits to melee. Close the distance early and you force that choice on your terms.

Sharing the world

Other players are simply there, flying between rings, fighting things, standing on islands. There is no instancing and no shard-hopping. A world is one shared place, kept deliberately small during development at about ten players, with an honest login queue when it fills. (The FAQ has the detail.)

Creatures do not scale their statistics with how many people are hitting them. A boss has one health pool and three players kill it in roughly a third of the time, and a creature attacks whoever holds its attention rather than splitting damage across everyone. What does change with player count is spawn density, so a group does not strip the map bare. Both of those are deliberate borrows from Warcraft Classic, where grouping makes a fight shorter without making it trivially safe.

Fighting other players

Player-versus-player combat uses the same four abilities, plus the sky. Wing Buffet knocks a player back and stuns them. A well-timed surge dismounts one mid-air, which is exactly as decisive in an aerial fight as it sounds.

There is an anti-griefing lockout: protection after being killed by another player, lengthening if it keeps happening. Being farmed by someone who out-levels you is not a play pattern this game intends to support.

A note on how the world is built

The whole thing runs in a browser at sixty frames per second on a mid-range phone, which constrains world design more than it constrains art. Creature counts are capped and pooled rather than allowed to grow. Distant creatures drop into cheaper simulation bands rather than being deleted. Collision is precomputed rather than solved from scratch each frame.

You should never notice any of that. The reason to mention it is that the ring layout, the population cap and the difficulty curve are not separate decisions. They are one decision, made by what a phone can render while a bird is diving through it.