Presentation

The Game

Six regions, fifteen skills, twenty NPCs, nine quests, two hundred items, three faction endings.

The world

Six regions

Each is a 128x128 tile zone with its own biome palette, ambient sound layer, procedural music key, named landmarks, encounter table, and exits. Connected by Wayshrines.

Hearthmere Vale

PastoralLv 1 - 10C ionian, 72 bpm

A green dish of land between two ridges. The home town. The well has not run dry since before the Compact.

Landmarks: Cook's Kitchen, Crowned Apple shop, Counting-House, Quiet Moth Tavern, Forge-Shrine, Wayfarer Hall.

NPCs: Cook Belin, Marshal Tindra, Shopkeeper Marrick, Banker Pellin, Tavernkeeper Yvelle, Sennica of the Porch, Auros the Wise, Guildmaster Drust.

Mournloom

ForestLv 10 - 25D dorian, 60 bpm

Black-barked oaks under a sky that never quite achieves morning. The Quietkind keep their Archive buried beneath the largest grove.

Landmarks: The Archive, the Hermit's Camp, the Black Bough Bandit Camp, a Forgotten Shrine of Myrra.

NPCs: Warden-Mother Ilsa Mirelle, Walker Kestrel, Drust-Pell the Black Bough.

Brassreach

MountainLv 15 - 40E aeolian, 80 bpm

A grey shoulder of mountain pierced by the great Iron Hall of the Concord. Three descending dungeon levels lead to the Deep where Voth's root-face waits.

Landmarks: Iron Hall, Master Smith's Workshop, Mines L1, L2, L3.

NPCs: Groundmaster Koren-Anbreck, Forge-Master Brakka.

Tideclasp Coast

CoastLv 20 - 35G mixolydian, 76 bpm

Where the river meets the air-sea, salt drifts upward in pale ribbons. The half-sunken Marrow-Wren rests offshore with her mast still standing.

Landmarks: Fishmonger's Stand, Harbormaster's Hut, the Marrow-Wren wreck, Saltmere Lighthouse, Seafoam Tavern.

NPCs: Fishmonger Bess, Harbormaster Tolm, Old Hargrim.

Calderaheart

VolcanicLv 40 - 70F♯ phrygian, 92 bpm

A black caldera ringed by basalt teeth, where a slow river of magma traces a question-mark across the stone.

Landmarks: The Wyrmgate (where Halek-Auruun fell), Ember-Cleric Encampment, the Collector's Hut, the Sundered Ruin entrance.

NPCs: Ember-Cleric Sela, Daven Mirret the Collector.

Whitehollow

TundraLv 60 - 95A aeolian, 56 bpm

A flat white plateau punctuated by black stones standing in rows nobody remembers placing. The Frost Temple at the heart is older than the Sundering.

Landmarks: Frost Temple gate and inner and Crown Chamber, Snow-Daughter Camp, the Black Stone Row.

NPCs: Snow-Daughter Inver.

The character

Procedural character system

Built from primitives at runtime, with no GLTF assets and no FBX rigs. A 19-bone skeleton (pelvis, three spine segments, neck, head, paired clavicles, shoulders, elbows, wrists, hips, knees, ankles) drives a hand-built THREE.SkinnedMesh with explicit skin weights.

  • 13 hand-authored animations with crossfade blending: idle, walk, run, four attack variants, block, hurt, death, gather, sit, wave.
  • 4-segment verlet cape that reacts to movement.
  • 2-bone IK for the off-hand on two-handed weapons.
  • Customisation across 6 body types, 8 skin tones, 12 hair colors, 8 eye colors, and 3 hairstyles. The hash is committed on chain at registration.
  • Modular equipment slots for helmet, chestplate, legs, boots, gloves, cape, mainhand, and offhand. Each item provides a procedural visual descriptor.
  • 4 facial expressions via UV swap on the head texture.
Progression

Fifteen skills, six tiers each

Each tier unlocks named techniques, recipes, or training methods.

Combat (7)

Attack, Strength, Defence, Hitpoints, Ranged, Magic, Prayer. Telegraphed AOEs, dodge-roll on Space, three attack styles per weapon, specials per family, 8 prayers, 12 spells.

Gathering (4)

Mining, Fishing, Woodcutting, Crafting (herb and cloth). Each gathering action runs a dedicated minigame, with swing-pause rhythm for mining, line tension for fishing, and a progress bar for woodcutting.

Crafting (3)

Smithing, Cooking, Firemaking. Hammer-rhythm at the forge, flip-rhythm at the cooking pot, with burn rates that drop as your level climbs.

Hunt (1)

Slayer. Region-tiered task contracts with bonus loot tables for tasked targets.

Mastery cape unlocked at level 99 in any skill. Festival cosmetic at level 50.

Combat

Combat with depth

  • Three styles per weapon: Aggressive, Balanced, Defensive. Each routes XP into a different skill and shifts the accuracy and damage tradeoff.
  • Specials consume a Focus bar that fills as you fight: Cleave, Sand-Dance, Pierce-Shot, Aether Burst, Assassinate, Skullbreaker, Rend.
  • Telegraphed AOEs appear about 0.8s before they strike. Spacebar dodge-roll grants 0.45s of i-frames.
  • Five status effects (Bleed, Poison, Burn, Freeze, Stun) tick at their own intervals and stack with each other.
  • 8 prayers across offensive, defensive, and utility, draining your Prayer pool over time.
  • 12 spells across Combat, Utility, and Alteration schools, each consuming runes per cast.
  • Floating damage numbers in white, yellow, blue, and green for normal, crit, magic, and heal.
  • Loot drops as physical sparkles on the ground that you click to pick up. Rare drops trigger a screen flash.
+12! FOCUS
Items

200 items, all on chain

Every item is an ERC-1155 token. Visuals are procedurally generated client-side from each item's visual descriptor function, so there are no IPFS dependencies and no pre-baked sprites.

Tiered weapons and armor

Seven coherent tiers, each with its own palette and stat scaling:

Copper Iron Steel Mithril Adamant Rune Wyrmsteel

Categories

CategoryIDsExamples
Weapons1 to 40Mithril sword, Greymoth wizard staff, Rune dagger of the Quietkind, Karn-shard maul
Armor41 to 90Wyrmsteel platebody, Marshwarden's vest, Lance-Sworn hauberk, Wayfarer's tabard, LP Backer cape
Resources91 to 130Mournoak logs, Frostpine logs, Mithril ore, Wyrmtear gem, Frostlace herb
Crafted131 to 143Steel bar, Mournoak plank, Hard leather, Dyed cloth
Consumables144 to 170Cooked shark, Hearty stew, Mushroom pie, Sulvan brew, eight rune types
Quest179 to 198Wayfarer's mark, Halek-Auruun's tooth, The Hollow Crown, Sparkbrand
Cosmetics199 to 200Festival hat, Wayfarer pet (moth)
Story

Nine quests, about three and a half hours of content

Every dialogue line is hand-written. Choices have real consequences that lock or unlock later content.

1 · First Steps

Marshal Tindra, Hearthmere. Tutorial. Walk, swing, kill a goblin, claim your Wayfarer mark.

2 · The Cook's Cake

Cook Belin, Hearthmere. The Black Spring took his wife. He cannot remember the recipe. Find it.

3 · The Missing Tally

Guildmaster Drust, Hearthmere. The Counting-House is short 200 crowns. Two endings: expose, or trade.

4 · Brakka's Commission

Forge-Master Brakka, Brassreach. One steel ingot, one longsword, by the next Iron Moth. Pay is iron crowns.

5 · The Walker Who Did Not Return

Warden-Mother Ilsa Mirelle, Mournloom. Walker Kestrel went into the bandit camp and did not leave. Force, or trade?

6 · The Marrow-Wren

Harbormaster Tolm, Tideclasp. The wreck still has her mast above the air-sea. Bring back the captain's log.

7 · Two Banners

High Marshal Rhen Ostane, Hearthmere. A grey banner and a sun-disc found together. Choose a faction. Lose the other for a year.

8 · The Pale Lock

Snow-Daughter Inver, Whitehollow. Three puzzles guard the Frost Temple: pressure plates, light reflection, sequence lock.

9 · The Hollow Crown

Guildmaster Drust, all regions. Endgame, multi-stage. Three endings: keep the Crown, honor the bandit oath, or destroy the Crown and lose Sparkbrand forever.

Audio

Procedural audio

Every sound is synthesised at runtime via the Web Audio API. Every footstep, every weapon hit, every cast, every fanfare. No samples and no streaming.

  • Per-region music in the key and mode assigned by the bible: Hearthmere (C ionian, 72 bpm), Mournloom (D dorian, 60 bpm), Brassreach (E aeolian, 80 bpm), Tideclasp (G mixolydian, 76 bpm), Calderaheart (F♯ phrygian, 92 bpm), Whitehollow (A aeolian, 56 bpm).
  • Layered with a sine bass arpeggio, a filtered-saw pad, a triangle melody with vibrato, and percussion (kick plus filtered-noise hi-hat).
  • Combat crossfade. Region music ducks while faster combat percussion layers in, then crossfades back when the fight ends.
  • 40+ procedural SFX covering footsteps per surface, weapon hits per material, magic per school, gathering, UI, and ambient (birds, wind, dripping water, distant howl). Spatial-positioned via PannerNode.
bass · pad · melody
Web3

Optional, but real

You can play e-scape entirely without a wallet. Your character is local, your inventory is local, your loot evaporates on refresh. That is fine for a first taste.

Connect a wallet and:

  • Your Wayfarer is minted on chain with appearance, name, and a permanent claim nonce.
  • Items become ERC-1155 tokens, tradeable on any marketplace.
  • Your XP is verified by the EIP-712 signer and stored on chain, so it survives every refresh and every device.
  • Your bank lives in the registry contract. Items deposited are literally on chain, not in a database.
  • Swapping ESC for ETH credits Magic XP automatically via the v4 hook.
  • Providing 1,000 ESC of liquidity earns you the LP Backer badge and a unique cape with +2% XP everywhere.

How the chain layer works

wallet GameRegistry GameItems Treasury
Reference

Controls

ActionInput
MoveLeft-click ground
Camera rotateRight-click drag
Camera zoomMouse wheel
Interact, talk, gather, attackRight-click entity, then context menu
Dodge-rollSpacebar (costs 30 run energy)
Attack styles1 Aggressive, 2 Balanced, 3 Defensive
Special attackF (consumes Focus)
Inventory, Skills, Equipment, JournalI, K, E, J

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