Wiki / Regions

Regions

Every route should answer the same player questions: what lives here, what materials matter, what unlocks, what danger changes the read, and how this place comes back home.

Route media

Wiki reel
Route reel: home to launch.
Field Book map
Home Valley
Sea crossing
Moon route

Transport board

Sea routes

Home door

Rooms, interiors, and return safety make the first transition readable.

Boat

Home Dock, Tidal Islet, Storm Cairn, and later wreck routes turn the coast into a route layer.

Railhead

Late build progress becomes track, stops, signals, and final-mile travel instead of menu teleporting.

Launch yard

Rocket travel belongs to the home route: build toward launch, then push Moon and orbit chapters.

Region pickup and creature matrix

Bestiary
Home ValleyWood, Stone, Gerald, Hearth Cat, first room, bed, light, storage. Bloom MeadowResin leads, moths, buns, Meadow Spring, gentle first-region reads. ScrublandsDry paths, dustlings, cinder beetles, heat pressure, Dragon Gate hints. MarshReeds, frogs, otters, Reed Snapper, Mire Bell, muck and lodge routes. QuarryStone, rubble, Quarry Pup, Quarry Knocker, mining pressure, cover reads. Frost ReachSnowbun, Frost Wisp, Frost Dragon, aurora nights, castle pressure. CavesGold ore, crystals, Survey Niche, Torch value, Glass Shade movement pressure. Sea routesBoat landings, gulls, shell beetles, Tidal Islet, Storm Cairn, wreck hooks.

Region index

Route guide

Wild route regions

Caves and sea routes

Late route regions