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Welcome, wanderer

A field guide to a world that remembers.

Explore a world with real height, switch between overhead and side views, or choose a short challenge. This guide explains the game you can play today.

Depths is the main game at /. Older /beta links still open it. Classic keeps the retired flat worlds and their separate characters.

01

First daylight

Your first ten minutes

Register or sign in to keep your character and account records. Guests can try the expedition immediately. Choose your body once (it is used in every world and mode, and Change body on the world list picks another), then choose the same world as your friends and enter.

01

Learn both views

Move with WASD, jump with Space and press V to turn. In side view, A/D follows your current row. Switch overhead to move between rows.

02

Keep a way back

Hold left click on a nearby tree for timber. Open C for sticks and ladders. Falls can hurt, so prepare your return route before digging down.

03

Follow the task card

First Steps teaches actions as you perform them. The objective chain follows. Its opening marker guides you toward iron; uncover the seam and keep mining.

04

Pack for the night

Keep food on your hotbar, wear armour and leave storage room. Use B to prepare a bedroll and repair bench before a longer trip.

Give the next journey a purpose: prepare camp, grow supplies, inscribe useful gear, then explore. A surface garden supplies meals; cave-grown Moonroot binds lasting inscriptions for your tools, weapons and armour. Return to replant and repair before the next trip.

If the world list cannot refresh, the last available worlds stay visible. Choose Refresh to retry. A temporary sign-in failure keeps your saved session; Continue where you left off retries it. Keyboard users can change sign-in tabs with the arrow keys, Home and End.

The beginner's guide can be skipped or restarted under Escape > Beginner's guide. It remembers this browser's progress. Opening a menu stops your controls; the shared world continues moving.

What stays with you?

A signed-in account keeps a separate character and pack in each world. A guest's brief reconnect in the same tab can recover the current visit; sign in for later visits. Account level and public records span that server's Depths worlds and modes.

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02

One world, two perspectives

Controls and views

InputAction
W A S DMove overhead; A/D walks along your row in side view
ShiftSprint while moving; spends stamina
SpaceJump in either view; W also jumps in side view
RDodge while alive; respawn after death when available
V / Shift + Up or DownSwitch between overhead and side view
Shift + Left or RightRotate the camera by a quarter turn
W / SClimb a ladder or rope; rise or sink while swimming
Left click / holdAttack / mine, chop or fish toward the pointer
Right clickPlace the held block, open a chest, or pet nearby wildlife
F / right clickUse selected food, flask or knapsack
1 to 8 / mouse wheelSelect a hotbar slot
QDrop the selected hotbar stack
E / C / KOpen pack / crafting and recipe book / skill paths
BOpen the field kit in an expedition, or the current mode menu
TUse nearby field equipment or talk to a nearby mode host
Hold ZGuard with a selected Trail Shield
H / GCall a rune heist / set down a carried rune
Enter / EscapeChat / close a panel or open the world menu

Read the row and the height

Side view shows the row under your feet. Five softer rows behind it can show terrain, creatures, friends and loot when rock does not cover them. Switch overhead and walk into another row to interact there. Each friend chooses their own view.

Overhead cutaways show the floor of deep shafts. Use raised edges, shadows, the depth gauge and the landing mark to judge height. A jump clears a little more than one block.

Jump, climb and turn

W/S climbs when you touch a ladder or rope. Let go to hang in place; Space jumps off. In water, rise with Jump or W and descend with S. A brief jump tap counts, while holding it does not repeat on landing.

Allow a view turn to settle before turning again. The small bar by the depth gauge shows the pause. Movement and combat continue. A turn into solid ground is refused. The Arena fixes both fighters to its chosen view.

Phone and tablet

Dismiss Tap to play, then drag the left stick to move. Its outer ring sprints. Tap or hold the world to aim and act, or hold Act in your last movement direction. Use places blocks, opens storage or uses a held item. The labelled View, Jump, Roll, Pack, Craft, Paths, Chat and Menu buttons replace keys. Up/Down climbs or swims. Portrait and landscape both work.

Escape also holds sound, volume, screen shake, camera heading, fullscreen and graphics settings. Ultra graphics is optional and falls back to standard rendering when unavailable.

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03

Leave a return route

Explore, mine and build

Terrain edits, creatures, loot, weather and time are shared within a world. Meadows, groves and steppe offer trees and early supplies; fen, beach, autumn woods and snow change the landscape. Caves and deeper rock bring other ores and threats. Dig beneath the surface and inspect exposed faces rather than expecting every block to contain ore.

Work the face you can reach

Hold left click until the progress bar finishes. Axes suit trees, spades suit soil, pickaxes suit ore, and smashing tools suit placed blocks. A standing trunk or block can cover the material you want. Keep free pack space for the result.

Right click with a block selected to place at the preview. Depths blocks occupy real space at a height. Build supported steps, walls, bridges and ladders; the preview shows occupied or unsupported targets.

Light and water

Shallows slow movement. In deep water, swim and return to air before your breath runs out. Water cannot be mined. Build a bridge or a ladder to a low bank when a crossing needs a safe exit.

Torches light underground paths and discourage new cave enemies nearby. Existing enemies can still approach. Shared night and rain affect visibility; shelter can protect enemies that daylight would otherwise harm.

Slabs and stairs

Slabs have six orientations: lower, upper and four wall halves. Stairs have twelve: four rising, four inverted and four vertical wall orientations. Their open halves remain usable space for movement, flight and targeting.

Craft 2 Basalt Blocks into 4 Stone Slabs, or 4 Basalt Blocks + 1 Stick into 4 Stone Stairs. Craft one slab or stair by itself to turn it to the next orientation, one for one. Repeat until its label and placement preview match your plan. The creative catalog lists every orientation; the field kit also rotates shapes when rotating a blueprint.

Give bridges, walls and gardens a clear material: Oak Planks, Timber Frame, Stone Brick, Mossy Brick, Polished Basalt, Sandstone Brick, Iron-bound Stone and Rune-carved Stone are eight craftable full blocks. All are solid; carved runes remain unlit. Find their recipes below or use the Creative catalog.

Digging natural grass can also yield Cabbage Seeds or Wheat Seeds. Mining natural stone at level -8 or below can yield Moonroot Seeds. Bring them home to an Adventure garden; a seed is not guaranteed from every block.

Wildlife and flying birds

Animals wander and react to nearby players. Right click nearby wildlife to pet it for a temporary following response. Most can be hunted for shared food drops; frogs remain ambient. Swifts fly over open country, so a bird visible overhead may be above your reach. A friend in side view can read its height.

Registered players can befriend one horse or goose per expedition world using B > Friends and three cabbages. Name it, call it to follow or send it home. A horse can be ridden outdoors with enough headroom. Solid obstacles still matter; companions do not carry items, and breeding is not included.

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04

Make room before you dig

Crafting, equipment and storage

On phone or desktop, open B > Camp > Recipes for Expedition food, Garden supplies and Construction. Choose a recipe to see its batch yield, purpose and held or missing ingredients. Craft makes one batch from your pack when the ingredients and space are ready. C remains the full crafting catalog and grid.

Press C for the pack, 3 by 3 crafting grid and recipe book. The book shows required and held materials. Make crafts one batch from your pack; Make all crafts as many as materials and space allow.

The grid is shapeless. Ingredient positions do not matter, but the required types and proportions must match. Extra types block the result. A whole stack can remain in the grid while each click makes one batch. Right click splits a stack or places one item. Shift-click quick-moves a stack between hotbar and pack, or between an open chest and your pack.

Materials and storage

MakeBring
4 Sticks1 Oak Log
1 Iron / Gold / Azurite Ingot1 matching ore
1 Diamond1 Diamond Ore
Chest4 Oak Logs
Knapsack3 Oak Logs + 6 Sticks
4 Ladders7 Sticks
4 Torches1 Stick + 1 Coal Ore

Protection and supplies

MakeBring
Helmet / Chestplate / Leggings / Boots5 / 8 / 7 / 4 matching ingots
Trail Shield2 Oak Logs + 2 Iron Ingots + 6 Sticks
Wayfinder Lantern2 Gold Ingots + 1 Diamond
Flame Blade2 Azurite Ingots + 1 Diamond + 1 Stick
Gilded Crown3 Gold Ingots + 1 Ruby

Iron, gold and azurite use the armour counts above. Bronze armour is found. Item tooltips explain reach, protection and durability.

Tools and weapons

MakeBring
Sickle1 Iron Ingot + 1 Stick
Flint Spade1 Iron Ingot + 2 Sticks
Iron Sword2 Iron Ingots + 1 Stick
Machete2 Iron Ingots + 2 Sticks
Iron Axe3 Iron Ingots + 1 Stick
Iron Pickaxe3 Iron Ingots + 2 Sticks
Iron Hammer4 Iron Ingots + 2 Sticks
Iron Labrys5 Iron Ingots + 2 Sticks
Firebrand3 Sticks + 1 Coal Ore
Fishing Rod2 Sticks + 1 Iron Ingot + 1 Oak Log

Camp construction

On phone or desktop, open B > Camp > Recipes and choose a recipe under Construction, or use C and the full recipe book, for these full building blocks. Their appearance helps distinguish floors, garden walls and route details; iron straps and runes do not grant extra protection or light.

MakeBringBuilding use
8 × Oak Planks2 × Oak Log + 1 × StickPegged oak boards for floors, bridges and warm timber walls.
4 × Timber Frame4 × Oak Planks + 1 × Oak LogA solid infilled timber frame, with crossed braces on its walls.
4 × Stone Brick4 × Basalt Block + 1 × CoalDressed basalt masonry with broad, staggered wall courses.
4 × Mossy Brick4 × Stone Brick + 1 × Meadow BlockStone brick dressed with living turf for garden walls and old paths.
4 × Polished Basalt4 × Basalt Block + 1 × Beach BlockSand-polished dark stone with a quiet diagonal mineral grain.
4 × Sandstone Brick4 × Beach Block + 1 × Basalt BlockWarm sand-and-stone bricks with a fine layered cut face.
4 × Iron-bound Stone4 × Stone Brick + 1 × Iron IngotSolid stone masonry held in visible iron straps and rivets.
4 × Rune-carved Stone4 × Polished Basalt + 1 × Azurite IngotPolished stone inlaid with an unlit azurite trail mark.

Garden supplies and expedition food

Choose a recipe under Expedition food or Garden supplies in B > Camp > Recipes. Keep a seed for replanting and some Moonroot for gear inscriptions. Trail Bread uses surface wheat, Root Stew adds cave-grown Moonroot, and Field Rations make honeycomb useful before a long journey.

MakeBringUse
2 × Cabbage Seeds1 × CabbagePlant in a prepared garden at the surface. Mature crops return a seed.
2 × Wheat Seeds1 × WheatPlant at the surface and grow wheat for expedition food.
2 × Moonroot Seeds1 × MoonrootA cave crop. Plant at level -4 or below in prepared soil.
1 × Trail Bread3 × Wheat + 1 × CoalRestores 6 health
1 × Root Stew2 × Moonroot + 2 × Cabbage + 1 × CoalRestores 8 health
1 × Field Ration2 × Wheat + 1 × Cabbage + 1 × HoneycombRestores 10 health
1 × Garden Compost2 × Cabbage + 2 × StickUse once on a growing crop to add one produce to its harvest.
Pack

Unlock more rows

Select a knapsack on the hotbar and use F or right click. It permanently opens one backpack row until every row is available.

Chest

Store supplies together

Place a chest and right click nearby to open 18 slots. Expedition chests are shared. An Islands visitor cannot open the owner's chest.

Food and light

Prepare a useful hotbar

F or right click uses selected food and flasks. Select a Firebrand for a small light pool. Fish by holding left click over open water with a Fishing Rod.

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05

B opens your expedition tools

Depths field kit

The kit tabs are Explore, Camp, Map, Build, Friends, Journal and Story. Camp has Garden, Recipes and Gear sections. Owners also have World. T or touch Interact uses nearby field equipment; Explore lets you choose when several pieces are close. Let a view turn settle, aim at a supported empty spot, then open Build. If placement is unavailable, close the kit and aim again.

Prepare, grow, inscribe, explore

  1. Prepare camp. Set a bedroll and repair bench. Build a return route with blocks, lights, ladders and ropes. Keep food on the hotbar and room in the pack.
  2. Grow supplies. Plant surface cabbage and wheat for meals. Mine for Moonroot Seeds, then bring soil into a cave garden. Save Moonroot for useful gear.
  3. Inscribe a purpose. Choose one lasting inscription on a tool, weapon or armour piece beside a repair bench. Repair wear separately.
  4. Take the next route. Follow your current objective, choose an optional shared expedition or prepare for a guardian. Return to restock, replant and improve the camp.

Explore suggests a next preparation step and shows your current objective. See the expedition path expands the other suggestions. Food and gear readiness reflect what you carry now; harvests and guardian victories belong to this shared world. These are suggestions, not another quest or reward track. The food suggestion opens Camp > Recipes, starting with Trail Bread; a gear suggestion opens Camp > Gear.

These systems support your choices without replacing personal objectives or requiring a purchase. Adventure gardens have no crop shop or Island Marks. Islands farming remains a separate mode with its own crops and trading.

Adventure gardens

Adventure gardens are shared, and guests can tend them too. Find Cabbage Seeds and Wheat Seeds while digging natural grass, or Moonroot Seeds while mining natural stone at level -8 or below. One matching produce also crafts into two seeds.

Aim at clear space above grass, soil or a Meadow Block, let the view settle, then open B > Camp > Garden and choose Prepare aimed soil. Choose a crop and plant one seed in the prepared plot. If the target is unavailable, close the kit and aim again. Meadow Blocks let you bring soil into a cave.

CropPlanting levelUnwatered growthHarvest
Cabbage0 or above3 active minutes2 Cabbages + 1 seed
Wheat0 or above4 active minutes3 Wheat + 1 seed
Moonroot-4 or below6 active minutes2 Moonroot + 1 seed

Crops grow while the world is awake, not while everyone is away. Keep their soil and space above clear; an obstruction pauses growth and keeps the crop. Stand beside a plot to tend it. Water needs an open, unobstructed water source within three blocks and gives 1.5 times growth for 90 active seconds. Water again when needed.

Add one Garden Compost before maturity for one extra produce, with no extra seed. Any adventurer can tend or harvest a shared plot; visitors cannot farm. Leave pack room for both produce and the returned seed, harvest, then replant. Only the gardener or a world builder can clear an empty plot.

If an older saved plot has lost its soil or become blocked, its gardener or a world builder can choose Clear blocked plot from beside an exposed face. A planted plot asks for confirmation; clearing discards its crop without produce or a seed. Healthy crops must be harvested first.

Inscribe your gear

Stand beside a repair bench, outside an encounter, and open B > Camp > Gear. Choose an unbroken, durable item from your hotbar, unlocked pack or worn armour. The inscription controls show the effect, current durability and required materials before you spend them.

Inscription and rank I gemFitsRank IRank II
Keen Edge · RubyDurable weapons+1 weapon damage+2 weapon damage
Delver · TopazDurable mining tools25% less mining time, with a 0.22s minimum50% less mining time, with a 0.22s minimum
Warding · EmeraldDurable armor+1 defense while worn+2 defense while worn
Enduring · AmethystDurable tools, weapons and armorUses two thirds of normal durabilityUses half of normal durability

Rank I costs 2 Moonroot + 2 Iron Ingots + 1 matching gem. Improving that same inscription to rank II costs 5 × Moonroot + 2 × Azurite Ingot + 1 × Diamond. Rank II replaces rank I's effect rather than adding both effects together.

Each piece keeps its first inscription kind permanently. Start at rank I, then improve that kind to rank II; choose another piece for a different kind. An inscription stays with its item through storage, trading, drops and repairs. Inscribing does not restore durability, so repair valuable gear before it breaks. These item effects are separate from skill-path purchases.

Routes and equipment

EquipmentBringUse
Rope6 Sticks + 1 Oak LogAnchor at a ledge, choose its length and climb.
Bedroll2 Oak Logs + 4 SticksUse to set your personal respawn.
Return beacon2 Gold Ingots + 2 Coal OreActivate and discover it; travel between active beacons from beside one.
Repair bench4 Oak Logs + 2 Iron IngotsRepair held gear, inscribe gear or reset purchased skills.
Lever2 Sticks + 1 Iron IngotA switch that stays on until used again.
Pressure plate2 Iron IngotsPressed while a living player stands on its pad.
Timed button2 Sticks + 1 Iron IngotPress for a three-second pulse; pressing again restarts it.
Door3 Oak LogsOpen directly or connect switches.
Hooded lamp2 Sticks + 2 Coal OreLight a route directly or from a switch circuit.
Winch lift6 Oak Logs + 4 Iron IngotsRide between the ground and an upper stop.

Build shows what each fixture costs, what you hold and which ingredients are missing. Active Creative building uses no materials. Only ropes and lifts need a length setting. Equipment needs support and clear space. Remove it before mining its foundation. Removal does not refund its ingredients. A repair bench spends one Iron Ingot to restore part of the held tool, weapon or shield. Two Gold Ingots reset purchased skill choices and return their points.

Doors, plates and timed buttons

Open B > Build > Connect equipment. Choose a Switch and Destination, then Connect. The action changes to Disconnect once linked. Names, levels, distances and live states identify each piece. You can manage your own equipment, or any equipment as world owner. Stand near the switch and keep both pieces nearby and in sight.

Levers, plates and timed buttons can control doors, hooded lamps and winch lifts. The destination's Activation rule defaults to All switches must be on; choose Any switch can turn it on for an alternative entrance. Stand beside the destination to change its rule. Linked equipment follows its inputs instead of direct toggles. Explore and the connection readout show the current states.

A two-player plate door

Build a Door and Pressure plate for 3 Oak Logs and 2 Iron Ingots. Link the plate to the door. One friend stands on the plate while the other crosses. For a handoff, add a second plate across the doorway, link both and choose Any. Hold the near plate until your friend reaches the far one, then follow.

With two plates and All, both must be pressed together. Plates need a living player's feet on the pad; jumping, flight, visitors and wildlife do not press them.

A solo timed-button gate

Build a Door and Timed button for 3 Oak Logs, 2 Sticks and 1 Iron Ingot. Link the button to the door beside a short, clear approach. Press it in Explore or use T nearby, close the kit and cross within three seconds. Pressing again restarts the pulse; the kit does not pause it.

A doorway stays open while occupied, then closes when clear. Clear it before disconnecting or removing its last switch. A final safe disconnection turns the output off and returns direct control. Button pulses reset when the world empties or reloads; wiring stays.

Explore and map together

Choose Recovery, Survey or Repair in Explore. Follow named sites and their height markers. Recovery follows inscriptions to a sealed chamber; Survey records both views; Repair uses iron ingots at relays. These routes work alone or with friends and unlock a survey compass for participants.

Map shows discovered paths by level. Sharing is off until you enable Share my discovered paths. Here, Danger, Help and Follow mark visible places. Journal records your discoveries.

Trade and build together

Friends offers a trade between nearby players. Both confirm the current offers; changed offers need fresh confirmation. If either pack cannot fit the result, nothing moves.

Creative builders can preview and confirm Fill, Replace and Clear selections, then save rotated blueprints. Undo works while nobody has changed those blocks afterward. Survival blueprints become ghost plans that friends can fund with materials. Containers and contents are excluded.

The field kit's Story tab opens the Book of Two Depths, a shared chapter separate from the personal objective chain. Its full solution is under story spoilers.

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06

Read the tell, leave space

Combat and recovery

Select a weapon and aim a left-click swipe through the region in front of you. Reach, facing, height and your current side-view row matter. Dodge with R for a brief safe window; sprinting and rolling spend stamina. A winded player must recover before sprinting or rolling again.

ThreatWhat to watch for
MosslingHops the last gap. Groups arrive at different moments.
KnockerCharges its marked red lane. Step aside before impact; scenery can stop it.
ThornbackCannot be staggered. Evade the committed swing.
WispkinDarts to your flank as it strikes. Turn to follow it.
Cairn WardenGuards the blue arc in front. Get behind it.
RiftwingA flying cavern guardian. Watch its marked dive, track height and rows, and move before it commits. It digs natural rock but leaves placed construction intact.
EmberhartA surface guardian that becomes fiercer when badly hurt. Its destination is spoiler marked below.

Wear all four armour pieces. Select a Trail Shield and hold Z or touch Guard toward an attacker to reduce frontal hits. Guarding spends stamina and shield durability; it does not protect your back or prevent falls. Check equipment condition and keep food ready. Trail Bread restores 6 health, Root Stew 8 and a Field Ration 10. Inscriptions can improve damage, mining, protection or durability before the next journey.

A friend in the other view

One friend can track a flying guardian's height from side view while another scouts overhead. Strike the same guardian close together from opposite views to light both marks over its health bar. RIFT EXPOSED means your cooperation increases damage. Stay nearby and keep attacking in those views to maintain it. Both active partners receive guardian credit, with one shared loot drop. Solo fights still work.

When someone falls

With a living friend nearby, you have a short rescue window. They can open B > Friends and hold Revive beside you for three seconds. Moving away, releasing or taking damage interrupts it. A rescue keeps your pack. Explore lets you give up; solo play uses normal death and respawn.

After death, R respawns you at an active, clear bedroll or a safe fallback. Under normal Survival rules, carried and worn gear drops at the death site for a limited time. Objective progress remains. Dropped loot is shared, so return quickly or ask a friend to collect it. Second Life or a world's keep-pack rule can preserve your belongings. Expedition worlds do not have player damage; The Arena is for duels.

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07

Carry it home

Rune heists

Press H in an expedition world to call a heist alone or with friends. The first run establishes that world's camp where you stand. Follow the rune marker, step onto the rune to start its storm, and carry it back inside camp before the clock ends.

Carry

Make a route

The carrier moves slowly, cannot attack or sprint, and attracts hostiles. Dodging, mining and placing blocks still work. Bring supplies before picking it up.

Pass

Use G

G sets down the rune for a friend. The giver briefly cannot collect it again. Falling or leaving also drops it; another player can continue the run.

Extract

Finish inside camp

Waves gather around the rune and grow tougher. Daylight does not stop them. Bring it home for shared rewards and another camp ring. A party wipe leaves time for recovery.

Camp and successful-run count persist. A failed heist adds no separate inventory penalty, but ordinary combat, death and terrain changes still apply. The four dedicated game modes have their own rules instead of heists.

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08

Meet in the same world

Accounts, friends and worlds

A registered account keeps its character on the server where it was created. Inventory, position, equipment, skills and personal objectives are separate in each world. Level, Crowns, Starshards and mode records belong to the account across that server's Depths worlds. Independently hosted servers have separate accounts.

Where player worlds are enabled, a registered player can name one hosted world and share its invite link. Wonderune+ raises the allowance to five and adds the Wayfinder and Emberbound bodies. Its optional pass does not change combat, drops or progression. See the Wonderune+ shop. Extra worlds are retained if a pass ends.

Owner tools and creative building

The registered owner of a player-created Depths world has Menu > Owner tools. Creative enables unlimited construction, flight and invincibility, with separate switches. Choose blocks from the searchable catalog, right click to place and hold left click to remove. Support, solid obstacles and occupied space still matter.

In flight, Space rises and X descends; side-view W/S or touch Up/Down also controls height. Release to hover. Land safely before returning to Survival. Owners can set time, restore health and teleport. Use /help in chat for available commands.

In B > World, owners can grant Creative builder or Visitor roles. Builders can construct and fly; owner-only world controls stay with the owner. Visitors can explore without changing the world. Main worlds and dedicated modes have no owner tools.

Rules, recovery points and test copies

World offers Survival, Relaxed and Creative. Relaxed preserves packs and disables hostile encounters. Individual rules control pack loss, enemies, time and weather. Creative use remains recorded after switching back.

Owners can keep three named recovery points. Restoring one rewinds terrain, storage and known characters together, including offline friends. Read the confirmation carefully. A separate creative test copy can be made from a named point in the world browser. Its characters and changes cannot transfer back. Creative worlds and test copies do not earn Survival account rewards.

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09

A different kind of outing

Game modes and public records

Choose Minigames in the world list for four dedicated modes, each with its own walkable lobby, hosts and marked paths. Walk beside a host and click them, press T or tap Interact to open their choices. B or the on-screen mode-menu button opens the same controls. Sign in to keep public records and own an island. Your expedition pack stays in its own world.

Phone controls match the mode. Islands keeps Pack, Craft, Use and the hotbar. Arena shows Attack and marks its fixed view as Locked. Parkour and Plummet keep movement, Jump, View, Roll, Interact, Chat and Menu.

Explore broad practice stairs in Parkour, raised quays in Islands, the Arena court and spectator steps, and four practice landings in Plummet. Brief labels and sounds mark countdowns, starts, course progress and floor changes. Sound follows your settings; labels remain visible when muted. Hold Tab for the full player list.

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10

One course, two perspectives

Parkour

Five guides stand in the plaza, each offering three courses. Choose a difficulty and a course in the menu. Meet this guide takes you to the right guide, then Start course begins your selected route. Click a nearby guide, press T or tap Interact to open their choices as well. You can start at any difficulty. All five choices stay visible on phones.

GuideCourses
First stepsLantern walk, Two paths, The first turn
WayfarerBroken bridge, High meadows, Switchback
Cliff runnerSlate steps, The crossing, Above the trees
Rift dancerEcho stair, Narrow horizons, Lost gallery
MasterSky needle, Five horizons, The last ascent

Jump with Space, or W in side view. Land on every numbered marker in its requested view. Side routes follow a row; overhead routes cross between rows. V changes your view. If the next marker will not advance, check both your height and its view label.

The starting platform is your first checkpoint; every third numbered marker saves another. A fall returns you to that checkpoint while the timer keeps running. Brief reconnects preserve an unfinished run. Finish to record your best time; every one of the fifteen courses has its own public-profile entry. To leave a run, hop across to the Exit to plaza pad just west of the starting platform or just east of the final one, or choose Return to lobby in the course menu (B). Results offer Run again or Return to lobby; return to choose another course.

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11

Grow a small beginning

Islands

Guests can explore the harbor and visit online island owners. Choose Sign in for an island in the journal to make or sign into an account, then return directly to Islands. Building, farming and trading belong to island owners.

Your first visit begins at the harbor. Choose Go to my island to reach your own island: a meadow with saplings and flowers, a sandy shore and clear shallows in open sea. Every island has its own coastline. Your camp is in the middle, with a tilled farm plot beside it and a sandy path to the beach. A signed-in account receives 40 Island Marks. The new-island grant adds 32 Meadow Blocks, 12 Oak Logs, 4 Cabbages and 2 Maple Saplings to your starter kit. The gold dashed line marks where you may build: the island and its shallows.

Islands crops and shop trading are separate from Adventure gardens and Moonroot inscriptions. Aim at clear air above grass or soil on the island itself, then open B > Farm and choose a crop. Timber uses Maple Sapling; its button is labelled Plant timber. The menu shows seed counts, growth bars and plot directions from camp. Ready crops have Harvest buttons. Stay beside a plot and leave pack room. If no plot is selected, close the menu, let the view settle and aim again. Crops grow while the Islands world is awake.

CropPlantTimeHarvest
Cabbage1 Cabbage60 seconds3 Cabbage
Field Mushroom1 Field Mushroom90 seconds4 Field Mushroom
Timber1 Maple Sapling120 seconds6 Oak Log

Shop and expansion

Open Shop to trade and Island to expand or visit. Buy, sell or expand at the harbor or near your camp. Set Quantity before trading; listed prices change with it. These prices are for one item. Island Marks are separate from account Crowns.

GoodsBuySell
Cabbage6 marks4 marks
Field Mushroom8 marks3 marks
Oak Log8 marks2 marks
Maple Sapling6 marksNot bought by shop
Meadow Block2 marksNot bought by shop
Basalt Block3 marksNot bought by shop
Iron Ingot25 marksNot bought by shop
Coal6 marksNot bought by shop
Ladder5 marksNot bought by shop
Torch4 marksNot bought by shop

There is room for 32 growing plots. Each expansion grows the same island outward with new meadow, beach and shallows; what you built and planted stays put. Widths are approximate because every coastline is different. Older islands keep their previously purchased building area, including corner platforms and farms. The gold boundary includes that space; later expansions grow the new coastline.

Approximate widthExpansion cost
About 33 blocks150 Island Marks
About 49 blocks450 Island Marks
About 65 blocks1,000 Island Marks
About 97 blocks2,500 Island Marks
About 129 blocks5,000 Island Marks

The harbor and every island sit in open sea: if you wander into the water, swim back to shore or use the journal to travel. Only the owner can edit an island, open its chests or collect its dropped supplies. To visit, enter the name of an online owner in the menu. Go to my island takes you home. Once there, Back to island closes the journal without moving you; Return to the harbor returns to the shared lobby. The Islands leaderboard ranks current Island Mark balances, so spending can change your place. It is not a lifetime-sales ranking.

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12

Equal equipment, different opponents

The Arena

The lobby keeps you out of combat until you choose Find a match. Available players match first; computer opponents fill spare places after a short wait. Training duel starts practice when there is room. A visible countdown prepares both fighters before movement and combat begin.

Both fighters start with the same gear and fresh health on an enclosed sand fighting floor. Stone retaining walls, stepped spectator galleries, entrance banners and braziers surround the ring. The walls keep combat on level ground. Knock out your opponent to win. After two minutes without a winner, the duel draws. Practice timing, aim, stamina and dodges; training fighters react faster as your record improves.

Training fighters keep weapon range, reposition between attacks and avoid unsafe edges. Stronger opponents circle in overhead view and use defensive rolls. Their rolls spend stamina, so look for an opening as they recover.

Arenas use overhead and side views as you progress. Both players use the selected view for the entire duel; view switching and camera rotation are locked during the fight. Side-view movement follows the arena's row.

Registered players can earn records against players or training bots. Public fighter tiers are Unranked, Bronze, Silver, Gold, Platinum and Champion. Wins and losses affect the tier. Choose Cancel queue while waiting. The match menu can concede an active duel; a genuine contested concession can record a loss. Results offer Play again or Return to lobby.

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13

Watch where you will land

Plummet

Choose Join round from the lobby menu. A normal round has eight contestants. Available players join first; computer opponents fill spare places after a short wait when there is room. A visible countdown starts once the round is assembled. Choose Cancel queue to leave before play.

Keep moving across four fragile, round floors stacked one above the other. Every tile cracks the moment anyone steps on it and drops away a moment later. A fall through a hole lands you on the wider floor below. Lower decks use different materials and show as darker, labelled rings from overhead, helping you recognize each floor and recover after a fall. Drop to a lower floor and keep going. In longer rounds, the outer rim cracks too, drawing the remaining contestants inward. Falling through the last floor eliminates you. The last explorer standing wins.

Press V to inspect the deck side faces, then use overhead view to plan your route across a floor. The floor indicator tracks your descent and how many floors remain below you. After elimination, results offer Play again or Return to lobby. A new queue waits for an active round to finish. Your public profile records Plummet wins.

A routine server refresh cancels unfinished Arena and Plummet matches without a win or loss. Reopen the mode menu after reconnecting and queue again. A crowded room can start a smaller round; at least two contestants are needed.

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14

One account across your adventures

Levels, currencies and public profiles

RecordHow it works
Level and XPActive play, enemy and guardian victories, first course completions, duel and Plummet wins, and the shared story chapter contribute.
CrownsEarned through active play, guardian victories, completed parkour courses and Plummet wins.
StarshardsRare milestones: complete the shared story chapter or finish all fifteen parkour courses.
Island MarksThe Islands shop balance, spent on goods and boundary expansion. Its leaderboard uses the current balance.

Crowns and Starshards are recorded rewards. Purchasing or spending them is not currently available. They are separate from the optional Wonderune+ pass and do not replace skill points.

Your world list links to your public profile. Profiles show level, XP, currencies, guardian and chapter counts, Arena tier and wins, Plummet wins, Islands balance and rank, and completed Parkour best times. Unfinished courses are listed under Courses to try. You can also open a player from the Islands leaderboard.

Public records update after the world saves, so a recent result may take a little time to appear. Creative-used worlds and creative test copies do not earn Survival rewards. Restoring a recovery point does not earn the same milestone again.

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15

Open only when you want the answer

Objectives and story spoilers

Your personal objective chain, skill paths, optional field-kit expeditions and shared Story chapter are different kinds of progress. Account XP records their eligible achievements; it does not skip your current objective.

The camp route supports those goals: build a return path, grow food and Moonroot, inscribe and repair gear, then take the next expedition or guardian journey. It uses gathered and grown materials rather than account currencies.

Reveal the full objective chainNames the late-game destination and guardian.
ObjectiveHelpReward
1. Dig up 3 Iron OreFollow the seam marker, uncover the rock and mine the iron.8 Sticks
2. Smelt 3 Iron IngotsCraft each ingot from one Iron Ore.1 Flask of Moss
3. Forge an Iron AxeUse 3 Iron Ingots and 1 Stick.1 Knapsack
4. Disperse 3 MosslingsAim your swings and dodge their approaches.4 Iron Ingots
5. Wear a full set of armourFill head, chest, legs and feet slots.2 Azurite Ore
6. Find AzuriteCollect 3 Azurite Ore; explore deeper blue seams.1 Diamond
7. Bring down a KnockerLeave its marked charge lane before impact.2 Flasks of Tides
8. Bring down 2 ThornbacksArmour up and evade their uninterruptible swings.2 Gold Ingots
9. Slay the EmberhartCraft and carry a Wayfinder Lantern for the journey.2 Vials of Dawn

Skill paths

Each of the nine one-time objectives grants one skill point. Press K or touch Paths. Hunter improves attacks and loot, Delver improves gathering and durability, and Warden improves protection, health and death recovery. Rungs cost one, two and three points and require the rung above. Nine points cannot buy every branch. A repair bench can reset purchased choices for two Gold Ingots.

Finding the volcano

Craft a Wayfinder Lantern from 2 Gold Ingots and 1 Diamond and carry it. The company readout gives a coarse direction and distance to the nearest volcano, home of Emberhart, and the lantern widens your light. Bring food, durable equipment and supplies for the return.

After the final objective, the ending card clears and repeating Thornback, Knocker and Wispkin bounties begin. Bounties pay loot, not additional skill points. Your world stays open.

Reveal the Book of Two Depths ritualContains the shared chapter solution and its current ending.

The gate that forgot the sky

Open B > Story. This world must defeat the surface Emberhart four times and underground Riftwing four times. The chapter tracks victories together. Keep four Emberhart Cornerstones and four Riftwing Keystones from their shared drops.

Mine nine Rubies and craft a Ruby Block. Seek an intact Cairn Warden Skull from the wardens' rare drops. The skull is consumed in the offering.

Place a flat 3 by 3 square at one height, with support beneath every block and four clear blocks of air above the whole square:

Gate plan
Emberhart CornerstoneRiftwing KeystoneEmberhart Cornerstone
Riftwing KeystoneRuby BlockRiftwing Keystone
Emberhart CornerstoneRiftwing KeystoneEmberhart Cornerstone

Everyone must step outside the square. Aim at the Ruby Block, open B > Story and choose Offer the Cairn Warden Skull. The nine blocks and skull become a sealed, unbreakable gate and the chapter records victory.

The portal currently stays closed. There is no destination beyond it in this chapter. Keep exploring and building in the same world.

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16

When an action will not work

Quick answers

What if joining a world gets stuck?

The loading card distinguishes downloading pictures from joining the server. Sound downloads do not hold up your arrival. Choose Return to world list to cancel a load. If a required download or connection fails, the error message offers the same way back so you can try again.

Why will mining or placement not finish?

Move closer, aim at an exposed face and hold through the mining bar. Clear storage room. Placement needs a supported, clear space outside bodies and equipment. Water cannot be mined. A softer row behind you is outside your side-view slice.

How do I rotate a slab or stair?

Craft one shape by itself to turn it into the next orientation. Repeat, check its name and preview, then place it. Creative catalog entries also offer all orientations.

Why will a parkour marker not count?

Land on the next numbered marker in its requested view and height. Switch overhead to cross rows. Falling returns you to a checkpoint without resetting the clock.

Why can I not plant or trade on Islands?

Plant on your own island's grass or soil with clear air above, within reach and with the seed in your pack. Plant timber uses Maple Sapling. Return near your camp for shop trades and expansion. Visitors cannot change another island.

Why will my Adventure garden not grow or harvest?

Stand beside the plot and keep soil and space above clear. Cabbage and wheat need level 0 or above; Moonroot needs level -4 or below. Crops grow while the world is awake. Water needs an open source within three blocks. Harvesting needs room for both produce and a seed. Adventure gardens are shared and separate from Islands.

Why can I not change or improve an inscription?

Stand beside a repair bench outside an encounter with compatible, unbroken gear and the listed materials. Put down a carried item and close the chest. Each piece keeps its first inscription kind and can improve only that kind from rank I to II. Inscribing does not repair durability.

Why is a friend or creature visible but unreachable?

It may be on a background row or at another height. Switch views to read the route, then move into the same space. An Arena duel fixes its view until it ends.

Why is my public record missing?

Sign in and allow the world to save. Check the server and account. Packs are per world; account records span that server's Depths worlds. Creative-used worlds and test copies do not earn Survival rewards.

Why does a crafted result not appear?

Remove extra ingredient types, match the recipe and leave room for its output. The recipe book's Make button can craft directly from your pack. Right click helps split stacks in the grid.

What happens after a disconnect?

Wait for the reconnect display to resume play. A short same-tab guest visit can recover, and a signed-in parkour run can resume. If you return to the world list, rejoin the same world. Interrupted Arena and Plummet games during a server refresh must be queued again.

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