TWIN-STICK COMBAT
Move with WASD, aim with the mouse, hold to auto-fire. Enemies answer with spreads, rings and rotating spirals — the dodge is the skill, not the gear.
A rift tore open over the realm and nothing has closed it. Forge a hero, walk out of the Rift Citadel, and take back the field one bolt at a time. Free to play — connect a wallet, mint the one hero it will ever have, and go.
The Rift Citadel is the last safe ground — a hub with a forge, a market, a stash and a quest board. Everything past its gate is field: roaming packs, bullet patterns to dodge, and bosses that hit back. You keep what you carry out.
Move with WASD, aim with the mouse, hold to auto-fire. Enemies answer with spreads, rings and rotating spirals — the dodge is the skill, not the gear.
Every dive generates a fresh map with its own modifier — Cursed, Infernal, Frozen, Bountiful — and a boss waiting at the end of it.
Build a pixel adventurer part by part, name it, and mint it to your address. One per wallet, no recut — it is the face on the leaderboard from then on.
Mint a hero here, right now — free for the first 100 to complete the quests. When you mint it, that face is bound to your address for good: it is what the leaderboard shows and what every other player sees walking around the Citadel. There is no second mint and no recut, so take your time with the sliders.
The address is the account — your hero, level, gear and gold all hang off it. Connecting is a signature over a one-time message. It never moves funds, and there is nothing to approve but the signature.
Three taps on X, then the forge opens. Each one launches in a new tab — do it, come back, and confirm. All three are required before you can mint.
We record that you confirmed each step; X does not let anyone read your follows or likes back, so this runs on trust. Don't confirm a step you didn't do — the whole point is that the realm fills with people who actually showed up.
Roll heads, faces and colours until one looks like you. Lock a part with [L] to keep it while you reroll the rest.
Parts by 0x72.
This is the name on the global board and above your head in town. 3–16 characters — letters, digits and underscores.
Bound to your wallet, one of one. Walk into the Rift Citadel — the hub is live, so the other heroes standing in it are real players, right now. Take the card with you on the way past.
Seven item lines — bow, staff, armour, helmet, boots, ring, necklace — each dropping at one of six tiers. Nothing is handed to you for reaching a level: the tier is rolled every single time, which is why a mythic is still a story when it lands.
Pay gold, spin the wheel, keep what it stops on. It rolls the same table a monster does — the forge buys you another roll, never better odds. A gold sink with a lottery ticket attached.
T1common
T2uncommon
T3rare
T4epic
T5legendary
T6mythicA T6 mythic carries 9× the stats of a T1. Nobody has ever pulled one on their first spin.
Gold is the game's money — it buys potions, forge pulls and whatever's on the market, and it never leaves the realm. $QUEST is yours: the token that walks out to your wallet. There are three ways to earn it.
Five contracts, always live. Each pays gold and $QUEST — 1 to 5 a job, scaled to how hard it was. A fresh contract replaces every one you claim.
One job off the board, as it actually appears in game. Clear both objectives, claim it, and both payouts land together — the gold to spend, the $QUEST to keep.
A counter in the Citadel that turns gold into $QUEST at the realm's published rate. Only whole tokens are minted, and the remainder stays in your purse. There's a daily limit per hero, so the board still matters.
The rate and the daily limit are set by the realm and can move. One-way: $QUEST does not convert back.
Standing pays. At the close of a season the top of the board is paid in $QUEST by placing — the podium is worth real weight, the top ten worth showing up for.
Prize table set by the realm; ranked on level, then XP.
Payout rates are set by the realm and can move. $QUEST is a game token — it is not an investment, and nothing here is a promise of value.
Thirty-eight sprites roam the bands, each with its own bullet kit — mages fire rings, archers lead their shots, brutes just run you down. The big ones anchor a rift and don't leave it.
Five pets, one bonded at a time. Each carries a passive and an ultimate you fire with F — a heal, a gold bonus, or a volley of bones.
Heals you every 5s. Ult restores 30% HP.
Foes drop extra gold. Ult is a burst of speed.
Fights at 10% of your ATK. Ult throws bones all around.
+2% ATK, and rarely just eats a foe outright.
Lucky — bonus gold and XP. Ult scavenges a small heal.
No. The game is free, the first hero is free, and there is nothing to mint before you can fight. Gold is earned in-game and spent in-game.
The wallet is the account. Your level, gear, gold and leaderboard name are filed under the address, so signing in with it is what brings your character back. Connecting is a signature — it never moves funds.
No NFTs to buy. Your hero is cosmetic and stored off-chain, and gear is game data, not a token you have to purchase before you're allowed to be good at the game.
You respawn in the Rift Citadel with your gold intact. Your gear, level and skills are gone — the rift takes your progress, not your purse.
Yes. Touch controls kick in automatically and the game fills the screen; portrait is rotated to landscape for you.
Server-side. The tier is rolled before anything animates on your screen, which is the only arrangement that survives someone opening devtools.
Still curious? The fastest answer is a hero and ten minutes in the field.