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.
| Aspect | Description |
|---|---|
| Genre | Fantasy RPG with step-funded travel, exploration, gathering, crafting, and turn-based tactical combat |
| Starting identity | Academy trainee, initially without a class |
| Class choices | Fighter, Ranger, Rogue, Sorcerer. The choice is permanent for that hero. |
| Travel choices | Walking plus Energy, or Energy alone. The two can be combined with Pacifist play. |
| Encounter choices | Combat enabled, or Pacifist guaranteed escapes |
| Visual identity | Painted classic fantasy CRPG art, illustrated maps, tabletop-style miniatures, parchment, stone, and weathered metal interfaces |
| World structure | The Academy and four class-associated starter Areas on a hex world map |
| Saves | A 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
- Prepare. Review your character, equip gear and usable items, and craft supplies.
- 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.
- Advance. Newly credited steps move a Walking hero’s active route. The Travel button applies stored steps and timed Energy.
- Resolve a stop. Read a scene, gather a reward, choose a road, inspect a discovery, follow a hidden path, or deal with an encounter.
- Bring back gains. Earn character XP, skill XP, materials, equipment, and story progress according to the activity.
- 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.
- Implemented A runtime rule or system exists in this checkout.
- Partial Some of it exists, with material gaps still to deliver.
- Planned A design or script exists without the completed playable chain.
- Unconfirmed No publication-ready product fact has been established.
| Feature | Status | What to expect |
|---|---|---|
| Hero creation, roster, and appearance | Implemented | Appearance cannot be edited after a hero is confirmed. |
| Independent heroes and shared travel resources | Implemented | Extra hero slots need a finished Crossroads and level 10 heroes. |
| Walking allocation, reserve, and integrity ledger | Implemented | The installed build feeds steps from a simulator. |
| Phone health-service bridges | Planned | Do not expect working phone step sync yet. |
| Timed Energy and manual Travel | Implemented | Capacity, refill, and conversion are unapproved balance values. |
| Pacifist, including with Energy | Implemented | Guaranteed escapes, with no combat XP or ordinary battle loot. |
| Academy chapters and the Crossroads | Implemented | Class choice happens at the Crossroads, after the Academy. |
| Character XP, skills, talents, and health | Implemented | Story level caps discard excess character XP. |
| Class choice and four-power loadout | Implemented | Some higher-level class grants are not battle-ready. |
| Tactical combat and encounter results | Implemented | Some unmapped encounters still use an older menu resolver. |
| Fight Bank and fleeing | Implemented | Bosses and repeat rewards follow their own encounter rules. |
| Bag, equipment, Chest, and crafting | Implemented | Full item progression and final art are still content work. |
| Quest maps, choices, fog, hidden paths, detours | Implemented | Each quest still needs its own authored hooks. |
| World map and 12-hour missions | Implemented | Unlocks currently cover the Academy and starter-Area pools. |
| Eldergreen story | Partial | Authored and tested, but entry, enemies, art, and rewards are unfinished. |
| Other Area campaigns and the finale | Planned | Dialogue 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 Areas | Planned | Outer region names are placeholders, not destinations you can explore. |
| Dedication ranks and settlement services | Planned | A stored dedication is not a finished reputation economy. |
| Shops, currency, taverns, and guild commerce | Planned | A painted stall is not a working transaction. |
| Resolution Journal screen | Planned | Fragment progress can be stored. The journal screen is not finished. |
| Phone push notifications | Unconfirmed | Mission alerts that exist are in-game. |
| Accounts, cloud saves, and parties | Planned | The current profile stays on the device. |
| Platforms, release date, stores, price | Unconfirmed | Not established by this guide. |