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How to play

You are the one with the white ring round him. Arrow keys (or W A S D) walk one tile at a time, and you can also click a tile to take one step towards it.

On your own, the world waits for you — nothing moves until you do. The moment anybody else is in it, the world runs on a clock and stops waiting, which is what the ten test wanderers are for: switch them on and you can see what that is like without arranging anything with anybody.

Keys

Arrows / W A S D
Walk
Enter
Go in, or go down. Towns and the barrow.
T
Talk to whoever is beside you
G
Pick up what is on this tile
L
Light a torch
Z or Space
Wait — stand still and let the world move
Escape
Stop talking

Walking into things

Walking into something that wants to fight is the attack — there is no separate battle screen. Walking into somebody friendly just stops you; press T to talk to them instead.

Forest, hills and marsh cost two turns a step instead of one, which means everything else gets a free move while you push through. That is why running from a wolf through the trees does not work, and why the road is worth going round for. Marsh hurts as well.

Talking

Nobody gives you a list. You are told something, you pick a word out of it that sounds like it matters, and you type that word. Everybody answers name, job, health and bye; the words worth asking about are written in CAPITALS in what people say.

If you want somewhere to start: go into Millhaven, find the miller in the mill, and ask him about the valley.

Underground

You cannot see in the dark. Ask Piers in the Millhaven store about a torch before you go down, then press L to light one. They burn out.

Other people

Tick Share with my other tabs and open this page a second time: the two tabs are then in one world, with one of them running it. Walk one of them into the other and you will see it move on both screens. No account and no server — it is all happening in your own browser.

What is not here yet

This is the engine, with just enough world on top of it to see the engine work. There are no boats, no spells, no shops that take money, and nothing is saved when you close the page. The map is two towns and a barrow on a world with room for a hundred more.

About this world

The Realm of Perry. A hundred and twenty-eight tiles square, and it wraps — walk far enough east and you come back from the west. On it: Millhaven in the north, Saltcombe on the sea in the south, a road between them, a fork of that road going up into the hills to a barrow three levels deep, and a standing stone somewhere in the deep wood.

Every map in the game is a block of text you can edit in Notepad. The world is js/games/realm/world/overworld.js; the towns and the barrow are beside it. One character per tile, and the legend is at the top of each file.

Every picture is a placeholder drawn in code. The list of them, and how to put your own in, is at the artwork page.

Before uploading a changed map, run node tools/checkRealm.mjs — it walks the whole world and says whether every place can still be reached and every quest still finished.

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