Lunareth is coming apart — regions flicker and vanish without warning. Four ancient Compass Stones once anchored reality from their places in the great Shattered Compass of the cartographers' guild. They've gone dark and scattered to the far corners of the world. Recovering all four and rebuilding the Compass is the only way to restore Direction to its people.
Release NotesYou begin in Millhaven, home to the Cartographers' Guild — the keepers of what's left of the Compass. A quest-giver in town points you toward the first Stone, and from there the map opens up: an overworld to cross, a town to resupply in, and a dungeon guarding each Stone.
Every region follows the same shape — a town, a stretch of overworld, and a multi-floor dungeon culminating in a boss guarding that region's Stone — but each has its own look, cast, and threats.
Each cardinal direction hides a town, a dungeon, and a Stone.
Your home base, and the Compass's East Stone — held somewhere in the flooded depths below, guarded by the Crypt Wraith.
A dirt-moor town on the far side of the map, its Stone locked away in the Hollow Keep behind the Iron Gate.
A land of ash and cinder — the South Stone waits at the bottom of the Emberdeep, past the Cinder Tyrant.
The final crossing, into the frozen Rimevault — and the last piece of the Compass.
Pick a name and a job for each of your four heroes at character creation — four classic callings, and four hybrids for a different kind of party.
High HP and attack. No magic — just steel, and the best physical equipment in the game.
Relentless DPS. Fast, deadly strikes, built around speed and evasion.
Offensive elemental magic. Frail, but hits harder than anything else in the party.
Healing and support magic — the difference between a party that survives and one that doesn't.
An armored healer. Holy magic layered over a warrior's frame.
A fire specialist that burns hot — pure elemental offense, no half-measures.
Blade and void magic in one hand — melee and dark magic working together.
Swift, with nature magic and mending — a ranged hybrid built to keep moving.
Wandering the overworld or a dungeon triggers random encounters. Battles play out with the whole party interleaved against the enemy by Speed — highest first — and five commands to work with: Attack, Magic, Item, Defend, and Run.
Win, and the party splits XP and gold, with a chance at loot. Every class also earns its own attack abilities and spells as it levels, up to the level cap.
Click any walkable tile and your active character pathfinds there automatically. Menus and battle commands are a click away — keyboard arrows work too, if you'd rather.
Touch devices get a virtual controller docked to the screen: a D-pad plus Select, Start, A, and B — the same layout you'd expect from a handheld.
It's free, it's in your browser, and your save is right where you left it.
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