A first-person (and overhead) action-RPG set in one continuous country with
enterable buildings, a second district, a day/night cycle, and
arcade minigames — all in a single self-contained HTML file. Textures,
sprites and music are generated in code. No build, no dependencies, no network.
Open index.html and play (desktop or phone).
- The town square — wandering townsfolk, lamps, and shops you walk into:
- The Inn (rest = full heal + save)
- The Smithy (buy weapons & armour)
- The Arcanist (potions & tomes)
- The Arcade — step to the cabinet to play minigames
- Green fields, deep jungle (with a Snake stone), and the shore.
- The Harbour — a second district reached by road: market stalls, gulls, the open sea, and more townsfolk.
- Cave mouths in the fields: walk down the steps into the Hollow Caves, then deeper to the Throne of the Lich.
- A day/night cycle — the sun arcs over, dusk falls, the moon rises and the lamps & braziers glow in the dark.
Six in-world minigames, each with saved scores:
- 🐍 Snake · 🍎 Apple Catch · 🎯 Shooting Gallery · ⛳ Mini-Golf · 🃏 Memory Match (in the Arcade) · 🎣 Fishing (off the Harbour dock).
- ⛳ A golf flag also stands on the green out in the fields.
Walk through the door into modelled rooms with furniture (beds, tables, chairs, bookshelves, hearths, cauldrons, anvils, counters):
- Town: Inn, Smithy, Arcanist, Arcade.
- Harbour: Library (a scholar + shelves), Tavern (barkeep + patrons), a Cottage (a resident, bed and hearth).
- Wandering townsfolk in the town and Harbour.
- Day/night cycle — sun & moon, dusk, and lamps/hearths that glow at night (and inside).
- Weather — clear skies give way to rain (with lightning & thunder) and rolling fog that dims the daylight.
- Ambient sound per area — birdsong in the fields, gulls and surf at the shore, insects in the jungle, drips in the caves, fire crackle indoors — plus footsteps that change with the ground (grass, sand, stone).
- Notice board in the town square — accept odd jobs (cull crabs, clear slimes, collect gold, break skeletons), complete them out in the world, then return to claim gold, XP and potions.
- The Tavern (Harbour) — buy an ale for a slow-healing regen buff.
- The Library (Harbour) — study for a temporary +50% XP buff.
First-person ray-cast 3D, or an overhead tilted view — press V anytime.
Move WASD / arrows · strafe A/D · look drag/mouse · jump Space · attack F / click / tap (Ranger charges) · ability Shift / right-click (Knight block · Ranger dodge · Mage fireball) · interact/enter E · potions 1 / 2 · map M · overhead V · hero I · pause Esc · help ❓. Turn sensitivity is in Options.
Three classes, XP & levels, gold, gear tiers, the shops above, a main quest plus the notice-board side jobs, tavern/library buffs, real-time combat with telegraphs, chests/keys/levers, procedural audio (SFX + adaptive music), auto-save/Continue, Quality toggle.
- The surface country is one connected map; the only descents are the cave stairs you physically walk down (the camera dips as you take the steps) and the building doors you walk through. Buildings, the Harbour and the caves are linked by walkable doors/roads.
- True free-form terrain height (Doom-style multi-level sectors) isn't simulated; elevation is the walkable stairs + jump.
Single self-contained index.html (~134 KB). Open and play.