About the game
You don't swing the sword — Aldric does. You choose where he walks, whom he fights and what he carries. His level and his six stats decide how he does it: a green recruit telegraphs every blow, and a veteran strikes from stillness.
The field is 8,192 × 8,192 pixels, gentle at the middle and deadlier toward the edges, from level 1 up to level 50. Groves, meadow, dry heath and a tavern square sit at its heart.
Three save slots. Everyone talks.
Features
- Fights decided by skill, not button-mashing: blocks and dodges come from Defense; the double stab, leaping strike and roll-and-backstab come from Attack. Piercing dashes, shield bashes and flying kicks put green men on the ground.
- Six folk: humans, elves, orcs, bearkin, fiends and the undead share one body and one set of moves, each with its own build, blades and temper.
- Five rivals roam the field, level up like you, shop, hire swords and may decide you're worth a duel.
- The Gilded Tankard: buy swords, armour and shields from the blacksmith, refine your blade, change your look at the tailor and buy potions at Mira's stall.
- Bands of ten: hire free swords and lead them into the war bands' quarrels. A hired man who falls is gone for good, unless he wears a Life Tag.







