
Home door
Rooms, interiors, and return safety make the first transition readable.
Wiki / 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.






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

Home Dock, Tidal Islet, Storm Cairn, and later wreck routes turn the coast into a route layer.
Late build progress becomes track, stops, signals, and final-mile travel instead of menu teleporting.

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



The opening clearing, first room site, home dock, Field Book route, and return point for most systems.

The first gentle expansion: flowers, early materials, route visibility, and the first taste of regional identity.

A hotter route family that supports dustlings, cinder wildlife, rougher terrain, and late landmark pressure.

Rain, reeds, still water, marsh friends, muck-control enemies, and the boardwalk/lodge side of the island.

Mining pressure, masonry cover, quarry creatures, ore routes, and the material backbone for stronger home projects.

Cold-weather traversal, frost creatures, castle route pressure, and the Frost Crown boss line.

Underground mining, ghost threats, optional Survey Niche cache, and darker route pressure.

Fixed crossings, shore set-downs, islets, wreck routes, and the first time home becomes a travel anchor.

Railcraft unlocks, railhead junction, field spurs, signal posts, and track as an in-world route tool.

Launchpad building, rocket ascent, Moon return, orbit routes, and the farthest P1 travel fantasy.