Player guide

Build a home that makes the island smaller.

ONE (1) WORLD is a homestead sandbox with routes attached: gather the first materials, make rooms that do real work, use Clementine's shop when a project is one ingredient short, then turn boats, railhead progress, launch pads, and creature friends into reasons to keep coming home.

Seal the first room
Read the route map
Patch material gaps
Make home a dock

Starter route

The first useful hour, filed like a wiki route.

Wake and read

Open the Field Book, check the route card, and use it as the main thread instead of wandering blind.

Gather basics

Wood and Stone feed the first room, doors, simple stations, and the first round of repairs.

Meet Gerald

Use the early home-building presence to understand what counts as shelter and what still needs work.

Seal a room

Place the shell, bed, door, light, and storage so home becomes a recognized place, not a pile of parts.

Find a region

Push to Meadow Spring, then let region notes teach material identity and route readability.

Patch one gap

Visit Clementine when a project is short one ingredient, then return to the world loop.

Working homestead screenshot

Homestead gardening

Meadow Porch, Garden Pavilion, Welcoming Yard, Garden Bed, Rain Barrel, and Ore Sorter make the yard useful in the morning — and the same Garden Bed now runs a real seed-to-harvest crop timer across sixteen crops, plus a cow/chicken/sheep ranch that pays milk, eggs, and wool.

Docs hub
Tile sprite

Mining and harvesting

Trees, rocks, reeds, peat, frost rocks, quarry stone, gold ore, crystals, and late route materials feed rooms, stations, kits, tools, and trade.

Gameplay features
First room build screenshot

Rooms that pay back

Bedrooms, storage rooms, workshops, comfort rooms, studies, kitchens, porches, and route kits turn placement into stamina, mining, storage, rest, and route benefits.

Current media
Clementine sprite

Clementine's shop

The Bureau Commissary buys surplus and sells missing goods. Use it as a relief valve when Requisitions shows one small gap, not as a replacement for region loops.

Items and crafting
Storm Cairn crossing screenshot

Transport

The first boat links Home Dock and Tidal Islet. Later routes grow into Storm Cairn, Sunken Wreck, the integrated railhead junction, rocket near-space launch, Moon, and orbit chapters.

Transport and regions
Creature lineup screenshot

Creatures

Ambient life makes regions feel inhabited. Friendly and rare critters become a small menagerie and yard-visitor payoff for rest quality, not combat pets — the separate Ranch (cow, chicken, sheep) is the game's real livestock loop.

Creatures wiki
Player sprite Gerald sprite Tile sprite Room kit sprite Light sprite Glimmer Moth sprite Clementine sprite Bureau seal sprite

First route: open the Field Book, gather wood and stone, meet Gerald, seal a room, place your own bed, light the door, find Meadow Spring, let Requisitions point at the next home project, visit Clementine when one ingredient blocks you, then carry each new region back home as a room, kit, route, or friend.

Guide note: route names, item families, and screenshots reflect the current checked-in game state; exact timing and spoiler-full route pages should stay in the wiki notebook.