A first-person action-adventure that runs in a browser tab — generating every world, character and texture in code as you play.
Six worlds, presented as an animated descent. All world descriptions are readable below.
Hub world
Aether Station is the orbital hub of the Nexus: a ring of concourses, plazas, gantries, and glass, built to receive travellers from every other world. It is the archive, the checkpoint, and the place where the next journey begins.
— LorekeeperThe gateway to all six worldsExploration world
Aldermoor Vale is an old-world valley of timber roofs, market squares, castle walls, and pilgrim roads. Its people still measure life by harvests, tolls, and the stories told beside the gatehouse fire.
— LorekeeperWalled town · castle · swimmable lakesSkill world
The Meridian Athletic Grounds are a bright training complex of courts, tracks, bowls, snow runs, and grandstands. Competition is culture here; every surface is built for practice, spectacle, and the pride of a clean run.
— LorekeeperPool · courts · skatepark · ski pisteVertical world
Sunspire Citadel crowns a cliff above the desert, a vertical town of terraces, rope bridges, towers, and guarded gates. Its people value height, discipline, and the hard-earned safety of the walls that keep the sky at bay.
— Lorekeeper46 m climbable great towerCompetition world
Vellum Ridge Circuit is the Nexus at full speed: a mountain course that climbs, dives, and threads the city blocks before snapping back to the line. It is where drivers prove nerve, machine, and memory all at once.
— Lorekeeper3 circuits · real F1 startVolatile world
The Verdant Coil is a hedge maze that re-rolls its layout on every entry. Its districts and levels never repeat, and no two travellers have ever walked the same one. The maze that cannot be learned is the entire point.
— Keeper of the Verdant CoilRe-generates its layout every visitIndustrial world
Lodestar Yard was Survey Site 06 until the ring commissioned it. Nothing here was built here. Every hull came through the gateway in sections narrower than the arch and was pinned back together on a cradle, which is why they are slab-sided and ribbed and why a yard rat can climb one like a wall. The datum the surveyors left is still bolted to the floor at the centre of the assembly bay, and every berth in the yard is measured off it. Four hulls are fitted out. The board on the blast door reads LAUNCHES: 000.
— Yard WardenFour walk-in ships · LAUNCHES: 000Terrain, buildings, crowds, faces, fabric, fur, feathers and stone — all generated at load time. The whole game is a few hundred kilobytes of logic rather than gigabytes of art.
Grip any near-vertical surface and go up it. Stamina is a budget for movement, not a countdown — hang still and you recover.
Hoverboard, dragon, ground car, horse, eagle and bicycle. None is a reskin: the horse has a real gait model, the eagle is a glider trading height for speed.
Ten cars, AI at varying performance levels, difficulty that rebuilds the track, and rivals you can shunt off line.
A machine gun, a charge-and-release ember caster, a recurve bow with arrow drop, and a sabre. Ammunition comes out of your bag.
Body, build, height, face, skin, hair, headgear — and shirt and trousers chosen independently, with separate colours.
Hostiles path around obstacles, take cover and refuse to walk into deep water. Friendlies hold a conversation. Merchants keep a shop.
Every sound is synthesised at runtime, including a score per world. There is not one audio file in the project.
A live overlay with frame timing, draw calls and collider display, over the running game.
Access is $1.00 for a 30-day play window on your account. Credits are separate and optional — $0.10 each, from 10 to 10,000. Prices shown before card processing, which appears as its own line at checkout.