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SET THE TELEVISION PICTURE TO ZOOM OR FULL.
NOTHING YOU NEED LIVES OUTSIDE THESE LINES.
ATK
ACT
GREENHAND · LV 1
VIGOUR
STAMINA
THE COMPANY
THE ASHWOLD REACH
HEX 14,9 · FOREST · UNCLAIMED
THE FIRST HOUR
TARGET
DIRE WOLF
WASD MOVE · SHIFT RUN · E ACT · R SWAP ARMS · F SPELL · SCROLL ZOOM
C SELF · K SKILLS · M MAP · I PACK · Z MULE · Q QUESTS · B BUILD · X DROP PACK · ESC HOLD
DAY 1 · 06:00 · CLEAR
0g · 12 ARROWS
· LV 1
SKILL LEARNED
THE LEDGEREVERY THREAD THE REACH HAS HOLD OF YOU BY
WHAT CHANGEDTHE REACH IS STILL BEING BUILT
HOW THE REACH WORKSTHE BOOK, NOT THE LEDGER OF CHANGES
THE SAGAAS THE CHRONICLE WILL KEEP IT
THE BESTIARYWHAT LIVES HERE, AND WHAT MERELY MOVES
THE RANGER, UNNAMED
ASHWOLD REACH
The ranger, oil-painted, lit by one warm source
BLOOD
THE BODY — HOW IT IS HOLDING UP
THE FIVE COLUMNS
KNOWN SKILLS
WORN — WHAT THE REACH SEES COMING
HOW THEY GOT HERE
SKILLS
THE BOARD
WORK, POSTED AND PAID
OPTIONSTHE ROAD · THE PICTURE · THE SOUND
THE ROAD
Hunger, thirst, warmth and dryness, tiredness and fear, counted and shown. Off, the game is what it was.
Gentle: beasts hit for three quarters and carry less. The Reach: as written. Hard: they hit for a third more and carry a fifth more. Takes hold on whatever spawns next; blows change at once.
Whether a die that lands is read to you in words, or shown with its numbers and modifiers.
The drawn panels at a threshold, a new country, a sealed thing put down.
THE PICTURE
THE SOUND
MUSIC
EFFECTS
THE CHEST
IN THE CHEST — CLICK TAKES ONE · HOLD OR RIGHT-CLICK TAKES THE LOT
YOUR PACK — CLICK STOWS ONE · HOLD OR RIGHT-CLICK STOWS THE LOT
THE STALL
THEIR GOODS
YOUR PACK — WHAT THEY WILL TAKE
FLOOR
WHAT THE MARKS MEAN
you
the way down
the way you came in
a door
a door, barred
something worth opening
THE ASHWOLD REACH
LEGEND
THE CHRONICLE — WHAT THE STONE KEPT
PACK
EQUIPPED — CLICK A SLOT TO SHED IT · DROP A CARD ON THE DOLL TO WEAR IT
CARRIED — DRAG BETWEEN PACK, MULE AND DOLL · ARMS ARMOUR GOODS TOOLS MATERIALS
WOODWORKING BENCH
WAYPOST — ASHWOLD REACH
RECIPES
THE HEADS-UPWHAT THE SCREEN TELLS YOU, AND WHAT IT KEEPS TO ITSELF
A CLEAN SCREEN IS A CHOICE
WHAT THE SCREEN SHOWS
THE HANDS — TOUCH SCREENS
THE STICK AND THE TWO BIG THUMBS CANNOT BE PUT AWAY · EVERYTHING ELSE CAN
CONTROLSCLICK A ROW, THEN PRESS A KEY · CLICK A MOUSE BUTTON · OR SCROLL
THE HANDS LEARN WHAT YOU TEACH THEM
KEYBOARD & MOUSE
THE PAD — XBOX & COMPATIBLENONE CONNECTED
THE BAR — WHAT EACH NUMBER DOES
THE TWO SPARE THUMBS — BESIDE ATK AND ACT ON A TOUCH SCREEN
THE NUMBERS 1 TO 0 ARE YOURS TO ARRANGE — HERE, OR BY HOLDING A SLOT ON THE BAR ITSELF, OR WITH D-PAD DOWN. ESC AND SPACE KEEP THEIR JOBS. EXTRA MOUSE BUTTONS AND THE WHEEL ALL BIND. LEFT STICK WALKS, RIGHT STICK AIMS.
THE ONE WHO SETS OUT
THE REACH DOES NOT CARE. CHOOSE ANYWAY.
THE BLOOD — IT DECIDES WHAT YOUR BODY IS FOR
NAME — OR STAY UNNAMED
SPOKEN OF AS
APPEARANCE
BACKGROUND — IT DECIDES WHAT YOUR HANDS ALREADY KNOW
IT PUTS ON YOUR BACK
HOW MANY YEARS YOU BRING
WHERE FROM — BEFORE THERE WAS A ROAD
WHAT YOU DID BEFORE THE ROAD
SOMEBODY OF YOURS, SOMEWHERE OUT HERE
WHY YOU CAME — THE REACH WILL ASK
THE BODY — 10 IS AN AVERAGE HUMAN
WHAT THAT MAKES
HELD BREATH
The Reach waits. It is good at it.
SAVES ON ITS OWN AT DAWN · ESC TO RETURN
THE SHARED ROAD
Four maps, one Reach.
WHERE THE MIRE STOPPED WALKING

DARKCLAY

The Mire chose the losing side twice, walked into the Borrowed Lands, and swore never to have a side again. Five hundred years on, a worm-god stands sunk to the knees in the DarkClay with a voice in its mouth, and the town in its shadow is where the Mire stopped walking. Level by doing, not by number. The Reach does not care how you play it.
WHICH REACH
WASD · MOUSE · KEYBOARD ONLY · SOUND OFF (PRESS 0)
DARKCLAY © 2026 HORATIO OZSVATH · ALL RIGHTS RESERVED
THE WORLD, FORGING
YEAR 0
TAP TO OPEN THE LAND
BEFORE LEGION, AND FIVE HUNDRED YEARS AFTER
THE LAND, CLOSE UPDRAG TO MOVE · PINCH OR SCROLL TO ZOOM · TAP A MARK
1.0×
THE FAR WATER