Emerald Forest
Green, luminous, warm, yet always a little mysterious. Beneath great trees and moss-covered ruins prowl wolves, goblins and plant guardians. Beware the Thorn Queen and the Wolf-King.
Six playable regions, hidden rare worlds, and roaming bosses that never stay put. Every biome is a memory of Aetheris.
Explore procedurally generated regions, each with its mood, its enemies and its guardians.
Green, luminous, warm, yet always a little mysterious. Beneath great trees and moss-covered ruins prowl wolves, goblins and plant guardians. Beware the Thorn Queen and the Wolf-King.
Dark stone veined with turquoise glow, massive temples and forgotten mechanisms. Stone guardians and specters watch over collapsed libraries. The spectral Archivist still keeps memories to awaken.
Black rock, flowing lava, oppressive heat. A realm of ancient forges where magma golems and corrupted smiths serve masters of fire. The Ash Dragon crosses the map and burns all in its path.
Blue and white, a luminous silence broken by blizzards and avalanches. Isolated villages, crystal caverns, wrecks trapped in ice. The Frost Queen and the Winter Knight await.
Dark green, toxic mist, scarce light. Rotten walkways, sunken temples and giant mushrooms shelter spiders, witches and undead. The Spider-Mother and the Marsh Leviathan haunt the waters.
White, blue and gold, floating islands linked by bridges of light. Winged sentinels, griffins and fallen angels guard hanging gardens and observatories. The Fractured Archangel challenges the most seasoned Forgewalkers.
Rare worlds sometimes open. The Garden of Time, where the hours run askew; the Sea of Glass, a crystal desert reflecting other versions of the world; the Miniature Realm, where you shrink to the size of an insect; and the Violet Void, an unstable dimension where even gravity and fusion slip away. Roaming bosses never stay in a fixed arena: they cross the map, hunt, flee, and return stronger.