Field guide · reviewed 20 October 2026

Stepping Fantasy

A fantasy role-playing game built around journeys powered by steps, with a timed Energy alternative. You begin as a trainee at the Grand Academy, learn an adventurer’s skills, gather materials, craft supplies, explore branching quests, and face tactical battles.

Game overview

The central idea connects everyday movement with a continuing fantasy adventure. Travelling advances a route. Checking in reveals what happened along the way and lets you decide what happens next. Walking and tactical play are different parts of the experience: moving along a road does not require fighting a battle in real time while you walk.

AspectDescription
GenreFantasy RPG with step-funded travel, exploration, gathering, crafting, and turn-based tactical combat
Starting identityAcademy trainee, initially without a class
Class choicesFighter, Ranger, Rogue, Sorcerer. The choice is permanent for that hero.
Travel choicesWalking plus Energy, or Energy alone. The two can be combined with Pacifist play.
Encounter choicesCombat enabled, or Pacifist guaranteed escapes
Visual identityPainted classic fantasy CRPG art, illustrated maps, tabletop-style miniatures, parchment, stone, and weathered metal interfaces
World structureThe Academy and four class-associated starter Areas on a hex world map
SavesA local profile with multiple independent hero adventures and some shared travel resources

This guide does not announce a release date, store, price, or device. See the release question.

The adventure loop

  1. Prepare. Review your character, equip gear and usable items, and craft supplies.
  2. Choose an activity. Follow the current Academy lesson, start a journey, travel a quest route, or accept a world-map mission when one is available.
  3. Advance. Newly credited steps move a Walking hero’s active route. The Travel button applies stored steps and timed Energy.
  4. Resolve a stop. Read a scene, gather a reward, choose a road, inspect a discovery, follow a hidden path, or deal with an encounter.
  5. Bring back gains. Earn character XP, skill XP, materials, equipment, and story progress according to the activity.
  6. Develop your hero. Level up, spend talent picks, learn recipes, and build a class loadout.

Only one activity receives travel progress at a time. Stories and encounters can stop progress until a choice is resolved. Extra travel fuel does not skip those decisions.

There is no requirement to keep a daily walking streak. Daily missions expire, but missing a window does not undo campaign progress.

Where the current build stands

These labels describe this project checkout on 20 October 2026. They are not a release certificate.

FeatureStatusWhat to expect
Hero creation, roster, and appearanceImplementedAppearance cannot be edited after a hero is confirmed.
Independent heroes and shared travel resourcesImplementedExtra hero slots need a finished Crossroads and level 10 heroes.
Walking allocation, reserve, and integrity ledgerImplementedThe installed build feeds steps from a simulator.
Phone health-service bridgesPlannedDo not expect working phone step sync yet.
Timed Energy and manual TravelImplementedCapacity, refill, and conversion are unapproved balance values.
Pacifist, including with EnergyImplementedGuaranteed escapes, with no combat XP or ordinary battle loot.
Academy chapters and the CrossroadsImplementedClass choice happens at the Crossroads, after the Academy.
Character XP, skills, talents, and healthImplementedStory level caps discard excess character XP.
Class choice and four-power loadoutImplementedSome higher-level class grants are not battle-ready.
Tactical combat and encounter resultsImplementedSome unmapped encounters still use an older menu resolver.
Fight Bank and fleeingImplementedBosses and repeat rewards follow their own encounter rules.
Bag, equipment, Chest, and craftingImplementedFull item progression and final art are still content work.
Quest maps, choices, fog, hidden paths, detoursImplementedEach quest still needs its own authored hooks.
World map and 12-hour missionsImplementedUnlocks currently cover the Academy and starter-Area pools.
Eldergreen storyPartialAuthored and tested, but entry, enemies, art, and rewards are unfinished.
Other Area campaigns and the finalePlannedDialogue and journey material is not a complete playable chain. Treat this row as partial where individual scenes exist and planned where the campaign does not.
Outer regions and full travel between AreasPlannedOuter region names are placeholders, not destinations you can explore.
Dedication ranks and settlement servicesPlannedA stored dedication is not a finished reputation economy.
Shops, currency, taverns, and guild commercePlannedA painted stall is not a working transaction.
Resolution Journal screenPlannedFragment progress can be stored. The journal screen is not finished.
Phone push notificationsUnconfirmedMission alerts that exist are in-game.
Accounts, cloud saves, and partiesPlannedThe current profile stays on the device.
Platforms, release date, stores, priceUnconfirmedNot established by this guide.

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