Guide
Interface and saves
The game presents a painted fantasy adventure through portraits, miniatures, and a small set of working screens. Progress is stored on the device. Cloud saves and accounts are future work.
Presentation
The game uses a painted fantasy CRPG style inspired by classic late-1990s and early-2000s role-playing art. Illustrated event banners frame milestones. Character portraits support dialogue. Isometric miniatures represent combatants and the travelling hero. Interface families use parchment frames, pale carved-stone navigation symbols, weathered bronze and iron controls, and class-coloured ability tiles.
Dialogue is authored with named speakers and normal and talking portrait variants. Branches and class responses are scripted. Voice-related settings and dialogue infrastructure do not mean that all dialogue has recorded voice acting.
Main screens
| Interface | Purpose |
|---|---|
| Main menu and hero roster | Create, select, and resume heroes. Open settings and reference information. |
| Academy or Area map | Inspect locations and available activities. |
| Journey progress | Track route steps, milestones, choices, encounters, and detours. |
| Quest map | Navigate connected routes and node interactions through exploration fog. |
| Character pages | Inspect level, XP, HP, statistics, skills, talents, and class development. |
| Inventory and equipment | Manage the bag, equipment slots, and usable items. |
| Chest | Store resources, quest items, and spare possessions. Resolve overflow. |
| Materials and workbench | Review ingredients and learn or make recipes. |
| Fight Bank | Inspect and revisit stored encounters, or release them. |
| World map | See Area hexes and available daily mission pins. |
| Info and bestiary | Browse reference entries and enemy stat cards. |
| Tactical battle | Deploy allies, inspect units, act in turn order, and review effects and records. |
The bestiary is opened through Info, then Monsters. It provides enemy name tiles, categories, search, and stat cards with the available statistics, attacks, abilities, and reward information. Some entries use placeholder art. Being in the bestiary does not guarantee that an enemy already has an encounter in the campaign.
Settings
Settings support audio controls, mute and background behaviour, graphics quality, frame rate, display options, and locale selection through an authored string table. Actual options depend on the platform and installed content. The settings framework is not a complete translation catalog, full voice coverage, or an accessibility certification.
The clearest implemented alternative-play options are Energy travel and Pacifist encounters. They can be combined. Progression does not require combat XP.
Saving Implemented
Progress is stored locally. Saves retain hero identity, appearance, choices, routes, progression, inventory, and supported world state. Shared profile resources remain separate from each hero’s adventure. Existing supported older saves have migration handling and backup safeguards.
Saved elapsed time allows offline Energy refill. Generated mission runs can rebuild from their saved data. Neither of those implies account authentication or sync between devices. Local history records some choices and milestones. It is not remote analytics.
Cloud saves, account linking, server-checked time and step verification, and player-party adventures remain Planned. This guide does not promise recovery after uninstall or device loss.