Controls
You see the world from above, as a map. There is one view — everything happens in it, including fights.
Moving
Click any visible floor tile to walk there. The game draws a yellow line showing the route, and your character walks it one tile at a time.
- Clicking a wall or somewhere unreachable tells you so rather than moving
- Your character is a yellow square, with a small accent piece showing which way it faces
- Red glowing markers are active encounters — someone is fighting there
- Walking is how encounters find you, so a long walk is a risk in itself
Rooms are entered through their door. You cannot step into a room from beside it, however close you are.
Camera
| Action | Control |
|---|---|
| Pan | Click and drag (middle or right mouse) |
| Zoom | Scroll wheel |
| Recentre on your character | The crosshair button in the HUD |
Zoom has limits, and panning keeps you near your character rather than letting you scroll away across the world.
The HUD
A floating toolbar sits in the top-left corner.
| Crosshair | Recentre the camera on your character |
| Menu (hamburger) | Character sheet, faction actions, logout |
| Faction | Appears once you belong to one — see below |
The menu holds:
- Character — opens the character sheet: stats, vitals, experience, equipment, inventory and your techniques
- Found a faction / Join a faction — shown while you belong to none
- Logout — disconnects and returns to the login screen
When you have a faction
A second control appears with its own menu:
- Treaties — agreements with other factions
- Invite — bring someone in, if your rank allows it
- Delete faction — leaders only
Banners appear here too when something happens to your faction: a border being contested, an invitation arriving, a treaty proposed or revoked.
When another player is close
Standing on someone's tile, or directly beside it, offers you the choice to fight them. Beside them is an ambush, which they may or may not see coming; on their tile is a challenge to their face, which they may try to talk their way out of.
If someone opens on you, a prompt appears with a ten-second countdown. Not answering it is a refusal, and refusing costs you nothing — see Fighting Other Players for what each opening actually does.
During a fight
The view does not change; the combat panel appears over it. Ten seconds is the longest a turn can take, not how long it takes: once everyone has acted the turn resolves without waiting out the rest. Deciding slowly still costs you — it holds up everyone else in the fight. See Combat for what you can do with a turn.