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.
Player wikiRecordsPlay Wonderune Welcome, wanderer
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.
First daylight
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.
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.
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.
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.
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.
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.
One world, two perspectives
| Input | Action |
|---|---|
| W A S D | Move overhead; A/D walks along your row in side view |
| Shift | Sprint while moving; spends stamina |
| Space | Jump in either view; W also jumps in side view |
| R | Dodge while alive; respawn after death when available |
| V / Shift + Up or Down | Switch between overhead and side view |
| Shift + Left or Right | Rotate the camera by a quarter turn |
| W / S | Climb a ladder or rope; rise or sink while swimming |
| Left click / hold | Attack / mine, chop or fish toward the pointer |
| Right click | Place the held block, open a chest, or pet nearby wildlife |
| F / right click | Use selected food, flask or knapsack |
| 1 to 8 / mouse wheel | Select a hotbar slot |
| Q | Drop the selected hotbar stack |
| E / C / K | Open pack / crafting and recipe book / skill paths |
| B | Open the field kit in an expedition, or the current mode menu |
| T | Use nearby field equipment or talk to a nearby mode host |
| Hold Z | Guard with a selected Trail Shield |
| H / G | Call a rune heist / set down a carried rune |
| Enter / Escape | Chat / close a panel or open the world menu |
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.
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.
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.
Back to contentsLeave a return route
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.
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.
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 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.
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.
Back to contentsMake room before you dig
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.
| Make | Bring |
|---|---|
| 4 Sticks | 1 Oak Log |
| 1 Iron / Gold / Azurite Ingot | 1 matching ore |
| 1 Diamond | 1 Diamond Ore |
| Chest | 4 Oak Logs |
| Knapsack | 3 Oak Logs + 6 Sticks |
| 4 Ladders | 7 Sticks |
| 4 Torches | 1 Stick + 1 Coal Ore |
| Make | Bring |
|---|---|
| Helmet / Chestplate / Leggings / Boots | 5 / 8 / 7 / 4 matching ingots |
| Trail Shield | 2 Oak Logs + 2 Iron Ingots + 6 Sticks |
| Wayfinder Lantern | 2 Gold Ingots + 1 Diamond |
| Flame Blade | 2 Azurite Ingots + 1 Diamond + 1 Stick |
| Gilded Crown | 3 Gold Ingots + 1 Ruby |
Iron, gold and azurite use the armour counts above. Bronze armour is found. Item tooltips explain reach, protection and durability.
| Make | Bring |
|---|---|
| Sickle | 1 Iron Ingot + 1 Stick |
| Flint Spade | 1 Iron Ingot + 2 Sticks |
| Iron Sword | 2 Iron Ingots + 1 Stick |
| Machete | 2 Iron Ingots + 2 Sticks |
| Iron Axe | 3 Iron Ingots + 1 Stick |
| Iron Pickaxe | 3 Iron Ingots + 2 Sticks |
| Iron Hammer | 4 Iron Ingots + 2 Sticks |
| Iron Labrys | 5 Iron Ingots + 2 Sticks |
| Firebrand | 3 Sticks + 1 Coal Ore |
| Fishing Rod | 2 Sticks + 1 Iron Ingot + 1 Oak Log |
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.
| Make | Bring | Building use |
|---|---|---|
| 8 × Oak Planks | 2 × Oak Log + 1 × Stick | Pegged oak boards for floors, bridges and warm timber walls. |
| 4 × Timber Frame | 4 × Oak Planks + 1 × Oak Log | A solid infilled timber frame, with crossed braces on its walls. |
| 4 × Stone Brick | 4 × Basalt Block + 1 × Coal | Dressed basalt masonry with broad, staggered wall courses. |
| 4 × Mossy Brick | 4 × Stone Brick + 1 × Meadow Block | Stone brick dressed with living turf for garden walls and old paths. |
| 4 × Polished Basalt | 4 × Basalt Block + 1 × Beach Block | Sand-polished dark stone with a quiet diagonal mineral grain. |
| 4 × Sandstone Brick | 4 × Beach Block + 1 × Basalt Block | Warm sand-and-stone bricks with a fine layered cut face. |
| 4 × Iron-bound Stone | 4 × Stone Brick + 1 × Iron Ingot | Solid stone masonry held in visible iron straps and rivets. |
| 4 × Rune-carved Stone | 4 × Polished Basalt + 1 × Azurite Ingot | Polished stone inlaid with an unlit azurite trail mark. |
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.
| Make | Bring | Use |
|---|---|---|
| 2 × Cabbage Seeds | 1 × Cabbage | Plant in a prepared garden at the surface. Mature crops return a seed. |
| 2 × Wheat Seeds | 1 × Wheat | Plant at the surface and grow wheat for expedition food. |
| 2 × Moonroot Seeds | 1 × Moonroot | A cave crop. Plant at level -4 or below in prepared soil. |
| 1 × Trail Bread | 3 × Wheat + 1 × Coal | Restores 6 health |
| 1 × Root Stew | 2 × Moonroot + 2 × Cabbage + 1 × Coal | Restores 8 health |
| 1 × Field Ration | 2 × Wheat + 1 × Cabbage + 1 × Honeycomb | Restores 10 health |
| 1 × Garden Compost | 2 × Cabbage + 2 × Stick | Use once on a growing crop to add one produce to its harvest. |
Select a knapsack on the hotbar and use F or right click. It permanently opens one backpack row until every row is available.
Place a chest and right click nearby to open 18 slots. Expedition chests are shared. An Islands visitor cannot open the owner's chest.
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.
B opens your expedition tools
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.
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 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.
| Crop | Planting level | Unwatered growth | Harvest |
|---|---|---|---|
| Cabbage | 0 or above | 3 active minutes | 2 Cabbages + 1 seed |
| Wheat | 0 or above | 4 active minutes | 3 Wheat + 1 seed |
| Moonroot | -4 or below | 6 active minutes | 2 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.
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 gem | Fits | Rank I | Rank II |
|---|---|---|---|
| Keen Edge · Ruby | Durable weapons | +1 weapon damage | +2 weapon damage |
| Delver · Topaz | Durable mining tools | 25% less mining time, with a 0.22s minimum | 50% less mining time, with a 0.22s minimum |
| Warding · Emerald | Durable armor | +1 defense while worn | +2 defense while worn |
| Enduring · Amethyst | Durable tools, weapons and armor | Uses two thirds of normal durability | Uses 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.
| Equipment | Bring | Use |
|---|---|---|
| Rope | 6 Sticks + 1 Oak Log | Anchor at a ledge, choose its length and climb. |
| Bedroll | 2 Oak Logs + 4 Sticks | Use to set your personal respawn. |
| Return beacon | 2 Gold Ingots + 2 Coal Ore | Activate and discover it; travel between active beacons from beside one. |
| Repair bench | 4 Oak Logs + 2 Iron Ingots | Repair held gear, inscribe gear or reset purchased skills. |
| Lever | 2 Sticks + 1 Iron Ingot | A switch that stays on until used again. |
| Pressure plate | 2 Iron Ingots | Pressed while a living player stands on its pad. |
| Timed button | 2 Sticks + 1 Iron Ingot | Press for a three-second pulse; pressing again restarts it. |
| Door | 3 Oak Logs | Open directly or connect switches. |
| Hooded lamp | 2 Sticks + 2 Coal Ore | Light a route directly or from a switch circuit. |
| Winch lift | 6 Oak Logs + 4 Iron Ingots | Ride 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.
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.
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.
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.
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.
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.
Back to contentsRead the tell, leave space
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.
| Threat | What to watch for |
|---|---|
| Mossling | Hops the last gap. Groups arrive at different moments. |
| Knocker | Charges its marked red lane. Step aside before impact; scenery can stop it. |
| Thornback | Cannot be staggered. Evade the committed swing. |
| Wispkin | Darts to your flank as it strikes. Turn to follow it. |
| Cairn Warden | Guards the blue arc in front. Get behind it. |
| Riftwing | A 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. |
| Emberhart | A 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.
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.
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.
Back to contentsCarry it home
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.
The carrier moves slowly, cannot attack or sprint, and attracts hostiles. Dodging, mining and placing blocks still work. Bring supplies before picking it up.
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.
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.
Back to contentsMeet in the same world
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.
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.
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.
Back to contentsA different kind of outing
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.
One course, two perspectives
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.
| Guide | Courses |
|---|---|
| First steps | Lantern walk, Two paths, The first turn |
| Wayfarer | Broken bridge, High meadows, Switchback |
| Cliff runner | Slate steps, The crossing, Above the trees |
| Rift dancer | Echo stair, Narrow horizons, Lost gallery |
| Master | Sky 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.
Back to contentsGrow a small beginning
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.
| Crop | Plant | Time | Harvest |
|---|---|---|---|
| Cabbage | 1 Cabbage | 60 seconds | 3 Cabbage |
| Field Mushroom | 1 Field Mushroom | 90 seconds | 4 Field Mushroom |
| Timber | 1 Maple Sapling | 120 seconds | 6 Oak Log |
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.
| Goods | Buy | Sell |
|---|---|---|
| Cabbage | 6 marks | 4 marks |
| Field Mushroom | 8 marks | 3 marks |
| Oak Log | 8 marks | 2 marks |
| Maple Sapling | 6 marks | Not bought by shop |
| Meadow Block | 2 marks | Not bought by shop |
| Basalt Block | 3 marks | Not bought by shop |
| Iron Ingot | 25 marks | Not bought by shop |
| Coal | 6 marks | Not bought by shop |
| Ladder | 5 marks | Not bought by shop |
| Torch | 4 marks | Not 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 width | Expansion cost |
|---|---|
| About 33 blocks | 150 Island Marks |
| About 49 blocks | 450 Island Marks |
| About 65 blocks | 1,000 Island Marks |
| About 97 blocks | 2,500 Island Marks |
| About 129 blocks | 5,000 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.
Back to contentsEqual equipment, different opponents
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.
Back to contentsWatch where you will land
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.
Back to contentsOne account across your adventures
| Record | How it works |
|---|---|
| Level and XP | Active play, enemy and guardian victories, first course completions, duel and Plummet wins, and the shared story chapter contribute. |
| Crowns | Earned through active play, guardian victories, completed parkour courses and Plummet wins. |
| Starshards | Rare milestones: complete the shared story chapter or finish all fifteen parkour courses. |
| Island Marks | The 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.
Back to contentsOpen only when you want the answer
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.
| Objective | Help | Reward |
|---|---|---|
| 1. Dig up 3 Iron Ore | Follow the seam marker, uncover the rock and mine the iron. | 8 Sticks |
| 2. Smelt 3 Iron Ingots | Craft each ingot from one Iron Ore. | 1 Flask of Moss |
| 3. Forge an Iron Axe | Use 3 Iron Ingots and 1 Stick. | 1 Knapsack |
| 4. Disperse 3 Mosslings | Aim your swings and dodge their approaches. | 4 Iron Ingots |
| 5. Wear a full set of armour | Fill head, chest, legs and feet slots. | 2 Azurite Ore |
| 6. Find Azurite | Collect 3 Azurite Ore; explore deeper blue seams. | 1 Diamond |
| 7. Bring down a Knocker | Leave its marked charge lane before impact. | 2 Flasks of Tides |
| 8. Bring down 2 Thornbacks | Armour up and evade their uninterruptible swings. | 2 Gold Ingots |
| 9. Slay the Emberhart | Craft and carry a Wayfinder Lantern for the journey. | 2 Vials of Dawn |
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.
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.
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 Cornerstone | Riftwing Keystone | Emberhart Cornerstone |
| Riftwing Keystone | Ruby Block | Riftwing Keystone |
| Emberhart Cornerstone | Riftwing Keystone | Emberhart 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.
When an action will not work
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.