The Game
Combat feeds the economy. Players drive the world.
One shared world. Round-based fights where the killing blow takes everything, and a crafting chain where every blade carries its maker’s name. Slow progression measured in years. No pay for power.
The Game
What Glinaur is and who it is for, what stands in the current version, how players team up, and how they fight each other.
The World
Mudbury, the areas around it and the Burnt Coast, the monsters and the map, and the story of a world out of balance.
Character
Ten kindreds and 42 subraces, 120 schools in four tiers, and eight professions built end to end.
Development
Every update with the game’s version, what is built and what comes after, and the thinking behind the design.
Join in
Hear when the alpha opens, help with quests, art and music, and find the open questions where suggestions have the most room.
Facts carry a label. Drafts and ideas are shown so you can see where the game is heading and where your suggestions can land, never as promises.
Latest update
Version 0.2.52
7 October 2026
- Quests: a rat hunt on the Market Hall’s quest board, a two-step chain from the Guild of Herbalists, and a letter to carry for the townsfolk. A chain hands you the next quest by itself, and quests can have a time limit or be taken again after a while.
- A Quests window: active and completed quests, a Go there button that walks you to where a quest is handed in, a logbook of every quest you started, finished or failed, and your own quest statistics.
- Conversations: a tap on an NPC opens a conversation first, with training, buying and selling and the quests on offer, and a “!” marks someone with a quest for you. Some choices only appear if your Charisma is high enough.
- Companions: hire the Mercenary at the East Guardhouse for gold and upkeep, or talk a townsperson into following you if your Charisma is high enough. A companion follows you, fights in your fights, protects you, carries what you give it if it has room, and is gone if it dies.
- Player against player: attack another player on your square, and party members with Auto attack on join in by themselves. Death at another player’s hand costs no combat experience, and spells still work only against monsters.
- Dispositions: four, with working names, taken at a hall in the Tavern and shown on your card for all to see. Whether a fight is lawful depends on the dispositions and the ground; every unlawful act adds to one Wanted clock with no ceiling, and everyone on the square sees the Wanted mark.
- Rooms of your own: rent or buy one of two rooms in the Lodging House. The key is soulbound and never leaves your bag, the door opens only for you, and the room holds your things where only you can see them. A bought room can be sold on to another player; let the rent run out and your things end up on the floor.
- A claim deep in Mine Mountain stays sealed until the players have dug through to it; then it can be rented or bought like a room.
Alpha Today
What stands in the mud right now
- IN GAME
Create a character
Kindred, subrace, childhood, occupation, two traits, avatar, eight free stat points (ten for humans). Then swear the oath. Choices are permanent.
- IN GAME
Walk 310 squares
Mudbury, The Meadows, The Deepwood, Mine Mountain and the Burnt Coast, joined by roads. Fog-of-war map.
- IN GAME
Hunt in rounds
Perception finds the monster first. Then one-second rounds: hit, miss, armour, flee, abilities. Anyone may join; the killing blow owns the loot.
- IN GAME
Eight professions
Full chain from herb and ore to enchanted blades, with quality floors and maker’s marks.
- IN GAME
Take quests
A quest board, a guild chain and a letter to carry across town, with a logbook and statistics of your own.
- IN GAME
Hire a sword
Hire the Mercenary at The East Guardhouse, or talk a townsperson into following you. It fights beside you and protects you.
- IN GAME
Fight other players
Take one of four dispositions at The Tavern and fight players of other dispositions outside the city. Break the law and you are Wanted, and Mudbury’s guards attack you.
- IN GAME
A room of your own
Rent or buy a room in The Lodging House: a key that never leaves you, a locked door and private storage.
The story
One morning a foreign coast lay to the north.
The world was one. Then the other lands came, each carrying a whole mythology. The newcomers do not attack, and no one knows why they are here. The Ascendant has chosen you to find out.
Read the lore →