Gameplay essentials

Your adventurer plays on autopilot. They train whichever skill is furthest behind, fetch what a recipe needs, bank, sell surplus and save coins for goals. You steer with priorities.

Skills

Twelve skills, each levelled with experience (XP). Every level takes a little more XP than the last, so the climb never really ends.

A skill that lacks its inputs gathers them first: Cooking goes fishing, Smithing mines its own ore. Better tools are forged along the way, and your adventurer equips each one as soon as they have the level for it.

Towns and travel

Four towns, each with its own bank counter, noticeboard and resources. The bank is shared between them.

Towns are linked by roads, and walking them takes real game time: travel is part of the pace. Your adventurer settles in a town for a while and only moves on when a skill trains clearly better somewhere else, or can only train there.

The ferry. Gullwick and Stonecross are also linked by boat: 40 seconds on the water against 90 on the Coast Road. Your adventurer sails once they own the Ferry pass (a noticeboard upgrade posted when Gullwick trusts you) and have the fare in the bank. Otherwise they walk.

The noticeboard

Coins are mainly for the towns. Every noticeboard carries two kinds of posting.

In the Noticeboard panel you can pin goals to save for them first, and reorder the pins.

Mastery and milestones

The Priorities panel

The autopilot still makes every decision; priorities change what it weighs.

Every setting has a fallback, so your adventurer never gets stuck: an avoided skill still fills in when nothing else can train.

Combat

Combat trains like any other skill. Your adventurer banks, puts on their best forged gear, takes food and fights near home first (chickens, cows and goblins in the field outside Stonecross), moving further afield only when they clearly outclass the monsters there.

Some resources sit in dangerous places and need Attack and Defence levels to reach. Aggressive monsters there ambush skillers: your adventurer fights back and eats when hurt. Out of food and low on health, they retreat to the bank and avoid that area for a while. There's no death and nothing is ever lost.

The home and the bed

A plot north-west of Stonecross is for sale. Buying it starts a house built in stages (foundation, fieldstone walls, roof and hearth, an extension), then rooms and furniture tiers. Each stage needs coins and materials your adventurer makes themselves: planks from their own logs, fieldstone from the quarry, linen from flax. Furniture gives small perks.

The first bed matters: when you're out of play time, your adventurer walks home and sleeps in it. Until they own a bed they sleep at the Lake Gate Inn.

Leaderboards

Two boards, Skill total and Gold total, each over three periods: all time, the last 30 days and 8-week seasons (everyone starts each season from zero). They refresh about every 15 minutes.