An endless world · and an economy that is actually real
Walk out of the commons and the world never ends — terrain, ore and monsters are generated as you go, and everything gets more dangerous the further you push. What you kill drops goods, never money. To turn salvage into credits you have to sell it to another player.
Terrain, deposits and monsters are generated from your coordinates the moment you look at them, so you can walk in any direction forever. Only the tiles somebody has actually changed are ever stored. Danger scales with your distance from the commons and keeps scaling past the named creatures.
This is the rule the whole design hangs on. Kills give experience, materials and the occasional piece of gear — but not one credit. The only way salvage becomes money is selling it to another player.
Credits are created solely by settling a bounty: deliver goods, or bring in heads. Delivery payouts track the recent volume-weighted market price, so the faucet follows player price discovery instead of setting it. Issuance is capped by a budget that refills with the active population.
Credits are destroyed by the 2% exchange fee, claim fees, construction, and land upkeep. Circulating supply, total minted and total burned are all public in the Ledger tab.
Stamina regenerates slowly and everything spends it — walking, mining, crafting, skills. Running the whole chain from ore to Rift Lance yourself is strictly worse than specialising and buying the rest.
You keep your equipment and lose a fifth of your raw materials, then wake at the commons. Bank your salvage before pushing another ring out.
W E D S A Q or the rose to walk (relative to the camera) · drag to orbit · scroll to zoom · click a hex to inspect, or an adjacent one to step onto it · 1–4 switch panels · F fight what is on your hex · Esc close.