
The world
The landscape is the main character.
Every world starts from a seed: a number or any text. The same seed and size always give the same world, down to the last river. The sea surrounds the land, and the world is finite.
Continents, mountain chains and island groups are shaped first, then climate, then rivers: water flows downhill, merges into larger rivers, fills lakes and ends in the sea. Settlements, roads and ruins come last.

Biome atlas
25 surface biomes. Each page lists what the game data says lives and grows there. The pictures are real captures; where none exists, it says so.


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Nothing matches this filter.
This is a list, not a map of a real world. A real world map appears in the game itself.
Below the surface
Cave mouths and mine entrances lead into the Hollows and the Deep Caverns. Dungeons, abandoned mines and ruins wait there, along with ore, crystals and hostile creatures. These layers exist in the internal build.




The Hollows
The first underground layer: cave chambers, corridors, lakes, ore and glowing crystals.
- Underground
Weather and seasons
Weather is a fixed function of seed and time: rain, storms with lightning and thunder, snow, morning fog and sandstorms in deserts, local to a biome. Seasons (spring, summer, autumn, winter) last 3, 6 or 10 days, or can be switched off in the world rules.
Both exist in the internal build since version 0.4.0. They are not part of anything you can download.
In the internal buildIn the internal build


Felling and regrowth
A felled tree becomes a stump, then a sapling, then a tree again. Animal numbers follow the forest that remains, and herds move away from cleared land. The systems are simple and not a scientific ecosystem model.
Things to find
Camps, ruins, shrines, watchtowers and caches are placed by the generator with fixed loot tables. Watchtowers reveal part of the map, and shrines grant a daily blessing.
In the internal build