A world that moves without you
Five towns connected by roads. 590 locations. 600 named NPCs with schedules, opinions, and memory. Below the towns: sewers, mines, crypts, barrows, and ice caverns that go deeper than you expect.
The crossroads town. Seat of the old guard, the merchant guild, and the Rusty Tankard — where every new character wakes up. Markets, temples, back alleys, a games corner, and a five-layer sewer system underneath it all.
Deep forest settlement. Woodcutters, rangers, and things that live in the canopy. The Thornwood Barrow sits at the edge of the ancient grove, cursed and waiting.
Farming and fishing town. Grain is cheap here, expensive in the mining towns. Quiet on the surface. The smuggler tunnels under the Millhaven Undercroft tell a different story.
Mining town carved into the mountainside. Iron, coal, and things that shouldn't have been dug up. The Darkhollow Depths run hot — bring water.
Pastoral countryside. Orchards, vineyards, and a refugee camp on the outskirts that nobody in the council wants to talk about.
600 named NPCs. They aren't standing in place waiting for you to talk to them.
Woo anyone. Hire the local blacksmith to join your party. Marry the bard. Rob the merchant and watch the town remember.
Procedural depth-based dungeons across 13 biomes. Each one has its own creatures, traps, environmental hazards, and loot tables.
Difficulty tiers from Novice to Veteran. The game tells you when you're not ready.
Six factions track your reputation independently:
Help one, and others react. Nothing is isolated.
Story mode: The Waning is more than a legend. Something is wrong with the world. Follow the main arc through an intro cinematic, a crisis event, political factions forming, and choices that reshape the town.
Sandbox mode: Ignore the story entirely. Run dungeons. Master crafting. Build a reputation. Get rich. Get married. Get arrested. The world doesn't care if you follow the plot — it keeps going either way.