The Gathered Dawn

Features

What's in the current build. Everything shown here is playable today.

Open meadows of wildflowers and tall grass running down to a pond

An endless realm of named regions

The world is generated from a seed and never runs out. It's split into named regions, each with its own biomes, level range and shrine. The farther you go from where you started, the more dangerous it gets.

  • Plains, forests, deserts, snowfields and lakes
  • Trees and plants are detailed models that sway in the wind
  • Danger tiers from the Heartlands outward, shown on the region banner
  • Glide off cliffs, climb walls and swim across lakes
A hero sweeping a greatsword through a pack of goblins

Combat with weight behind it

Weapons are big and every family fights its own way, with its own combo, timing and weight. Swings wind up, strike and follow through, and heavy ones land when they come down. Attacks home in on the enemy in front of you, and landing hits builds Fervor to spend on your weapon's special.

  • Fifteen weapon families, from daggers and rapiers to warhammers, crossbows and storm tomes
  • Dodge roll through attacks; a last-moment dodge slows time
  • Goblin archers keep their distance, shamans heal their allies
  • Elites, dire wolves and tuskers in the outer regions
The ruined Temple of the Dawn with the first shrine glowing inside

Shrines of the gods

Every region has a shrine. Attune to one to make it your respawn point, then fast travel between attuned shrines from the map. Out in the wilds, shrines start corrupted and guarded until you fight for them.

  • Respawn at the last shrine you attuned
  • Fast travel from the world map
  • Corrupted shrines with guardians to defeat
  • XP for discovering, attuning and cleansing
Painted voxel game pieces: a hero figure, a tent, shrines, a flag, ore and creature tokens

A tabletop map, not a minimap icon soup

The map is a terraced relief model on a cartographer's table, built straight from the world. It starts as blank parchment and fills in as you explore. Camps, shrines, ore, herbs and your pins stand on it as painted miniatures.

  • Pan, rotate and zoom the 3D map
  • A small tabletop minimap in the corner
  • A ring shows how far you could glide from here
  • Drop pins to mark places
Buying gear at a blacksmith's in town

Professions, crafting and gear you can see

Mine copper, iron, silver and gold, pick herbs, and level your skills the way you'd expect from an MMO. Smithing turns ore into bars, swords, pickaxes and full sets of armour.

  • Mining, Herbalism and Smithing, each levelled from 1 to 100
  • Head, chest, hands and feet armour that changes how your hero looks
  • Defense that lowers the damage you take
  • A side inventory you can use while you keep moving
The stone portal and stair of a dungeon on a hillside by the sea

Caves, dungeons and landmarks

The world is worth wandering. Caves wind down into crystal caverns full of spiders and bats. Dungeons are vast vaulted crypts of the Hollow, ending in a great hall where a guardian waits over its treasure. Landmarks, from a fallen colossus to the bones of a giant, hide caches and a line of lore.

  • Guardians with their own boss fights; beat one to conquer its dungeon for good
  • Treasure that gets better the farther out you go
  • Glowstone and rich ore in the caves
  • Every place you find goes on your map
Market stalls on the square of a timber-framed town

Towns and the people in them

Villages, castle towns, and the towns of the dwarves, elves and beastfolk, each built along its own streets. Shops, trainers and an inn, quest givers with work for you, guards on patrol, and goblin raids at night.

  • Blacksmiths, alchemists and general stores
  • Class and craft trainers
  • Quests from the notice board
  • Help the guards drive off a raid
A line-up of human, dwarf, elf and beastfolk heroes beside goblins of each role

Chunky voxel heroes

Characters are built from dense voxel models with faces, hair, beards and layered gear. Pick from four races, and meet goblins whose role you can read from their silhouette.

  • Human, dwarf, elf and beastfolk
  • Goblin grunts, archers, shamans and brutes
  • Blinking, breathing, glancing around
  • A run cycle that leans, bobs and pumps its arms