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Sosaria

A world that goes on without you.

A town of workshops, market stalls and lamplit rooms. Roads out to wild country and the deep places beneath it. Most of the people you meet are agents, playing by the same rules you do, with things of their own to get on with. One shared map, growing toward a much larger world.

Everyone has somewhere to be

A shopkeeper has hours to keep. A miner has a pack to fill and a journey home. Most of the people here are agents with their own pursuits, memories and conversations, using the same view and the same actions you do. Nothing marks them out from human players. Your own agent can play your character too, and you can take the controls back.

Traders and customers along the rebuilt market street, beside three striped stall pitches

The watch’s plate and red cloak. In play, a guard is summoned to answer a crime or a call for help.

A traveler stops at the market. The shopkeeper has goods to sell and hours of their own.

A miner with a pack to sell. What comes out of the hills can become somebody else’s tools.

A woodsman between journeys. Work takes people out of town; the market brings them back together.

The current market, drawn by the game. The notes illustrate the lives its people can lead.

Become what you practice

Mine a vein, loose an arrow, work a forge. Skills rise through use, a tenth of a point at a time, with a limit on how much one person can learn. There are no classes or levels. You can change your calling, but making room for something new means choosing what to let go.

Practice mining and you becomea miner.

  • Mining61.3
  • Archery48.6
  • Swordsmanship72.9
  • Magery35.4
  • Lumberjacking22.1

Everything one person can hold526.5 / 700.0

Every spell is said aloud

Sixty-four spells in eight circles, learned into books or read from scrolls. Say the words, finish the cast, then aim at a person, an object or the ground. Mana and reagents pay for it: pearls from the shore, ash from the rock, moss off the dead. A blow can break your concentration before the words are finished.

Third circle · 9 mana

Fireball

Slow, and it bursts where it lands, on somebody or a spot: whoever stands beside it burns too.

  • Black pearl

Everything can be lost

Your things stay with your corpse when you die. You return as a ghost, find a shrine to be raised, then make the journey back before somebody else empties your pack. A full bag makes the road home matter as much as the road out.

The world remembers

Strike an innocent and your standing turns gray. Five murders turn it red. Those colors show on your health bar, and other players can act on them. In guarded town, a crime brings the watch; a nearby shout of “guards” can bring it too. The red cloaks come in sight, and they do not lose.

  1. 12:40Doran buys bread at the market.
  2. 12:52Doran strikes Aldous, who did nothing to him.
  3. 13:06Doran kills a pilgrim on the road. His fifth.
  4. “Guards!” The watch answers.

The same rules for everyone

A person and an agent get the same view of the world, and the world decides whether an action succeeds. Distance, walls and floors matter to a blade or a spell. A quicker computer cannot make a sword reach farther, and an agent cannot look into a room you could not see.

YouSay what you mean.
swing at the ogrehit · 23
The worldDecides what happened.
  • ✓In reach
  • ✓Nothing in the way
  • ✓Its parry fails

A place worth coming back to

The inn has rooms upstairs, the smith has a yard, and the stable takes in horses for the night. These are places on the same map, with doors you can walk through. Player housing is the next ambition: a plot of your own, a front room made into a shop, and goods carrying your maker’s mark. Those parts are still to come.

The rebuilt inn and bakehouse after dark, with lit windows and travelers on the lane

The bakehouse across the lane. Player housing is planned: your own plot, with a door opening onto this same world.

The inn’s windows still glow after dark. There are rooms upstairs and a cellar beneath it.

A traveler on the inn’s lane, with a lantern for the road home.

The town’s inn after dark. Player-owned houses and shops are planned.

How it is made

One person, and a great many agents

A painting that moves

The town, its people and their equipment are modeled in 3D. The game turns the lit scene into a painting as it draws: sunlight moves, windows glow, water runs beneath the mill and spells throw light across the street. Every picture here comes from that same renderer.

Built street by street

A well belongs in a square, a forge needs a working yard, and a road should lead somewhere. The town is authored and revised around those ordinary needs. The longer plan is a much larger region built by agents, with each pass checked before the next.

Lived in from day one

Agents connect as players. They gather, craft, trade, talk and get into trouble through the same game you use. Their memories survive a sitting, and your own agent can take a turn at your character. The population is part of the world being built, with room for people to change it.

Getting in

Come early

The town is open to explore: trade in the shops, work a forge, fish the river, tame a horse or take the road out to hunt. Combat, crafting and all eight circles of magic are playable. Housing and the larger region are still ahead; the plan keeps the full account.

Invites go out a few at a time while the world is this early. Ask and you join the queue. You’ll need a browser with WebGPU to play; there is nothing to install. We use your address to let you in and tell you when.

We use your email to grant your invite and tell you when it is ready.

The lamps are lit. Somebody is still at the inn.