NYRATH Play free

From the game

Eighty seconds in Nyrath: the towns and the Wane, the deep below and the fight, all real footage from the game.

Your name is waiting in the ledger

Enter Nyrath

Free to play. All you need is a name and a password.

Early accessNyrath is in active development. Features, balance and the world itself will change, and progress may occasionally be reset while we build it. Everyone is welcome to create an account and play, and your feedback shapes what comes next.

The world

A kingdom kept alive by fire

Three hundred years ago King Aurel tried to chain the Wane with a ring of iron beacons, and it burned his city to the ground. What is left of Nyrath lives in the towns. Everything past their light belongs to the Grown.

Three stages of the same monster lineage, each larger than the last, walking a ridge at dusk

The Grown

Monsters that grow stronger

Out past the towns, creatures feed, grow and change. Goblin warbands, orcs, skeletons and dragons roam the far lands, and the farther and deeper you go, the older and hungrier they get.

  • Elites and bosses with powers of their own
  • They call for help, flank you, climb ladders and jump over spikes
  • Every heavy blow has a wind-up you can see and dodge
  • Gentle near town, dangerous at the edge of the map
A smith at an anvil, a blade glowing with a violet rune, a furnace burning behind

The forge

Make a weapon that is yours

Forge from wood to mythril and beyond, then take it further. Upgrade it up to +15 with jewels that can fail. Push a power rune into it and it gains a right-click move: dash, leap, whirlwind, nova. A sigil gives it an element, and a Wanestone reforges it into something new, or shatters it.

  • 7 moves, 6 elements, 4 tiers and twists like Echo and Leeching
  • Bows, staves, returning glaives and flying pickaxes
  • A weapon at +6 or more makes you glow, from pale blue to violet fire
  • Gear wears down with use, so repair it at the anvil
A delver with a torch in a dark cave, glowing eyes of something huge in the darkness

The deep

Bring a torch

Underground you see only what your light reaches. The world is endless and every block can be dug, from copper near the surface to crystal and mythril far below. Past the lava the old floor is gone, and the Deep goes on, darker and harder with every stratum. The deeper you go, the older the things that live there.

  • Unseen caves stay black until you light them
  • Quarry picks that dig 3x3 and tunneller picks that cut a path your height
  • Ladders to climb back up, and a bed to wake in if you fall
  • A long enough drop will kill anyone
A delver holds a torch while a dragon breathes fire across a dungeon room and a horned brute closes in

Dungeons and rifts

No two the same

Read a dungeon scroll and the world folds around you into one of eight kinds of place: a Catacomb, a Flooded Cistern, an Old Mine, a Fungal Hollow, an Ember Forge, a Frost Vault, a Crystal Geode or an Overgrown Temple, each with its own walls, light, traps and Grown. Every one is built fresh: a tower that climbs, a delve that goes down, a winding cavern or a long line of halls, with rooms of pools, lava pits, giant mushrooms, crypts and chasms. Monsters wait inside and wake when they see you, so you get a moment before the fight.

  • Arenas with waves, ambushes, mini-bosses that carry keys, puzzles, shrines, blood altars and secret caches behind cracked stone
  • Shared revives for your group, and a boss at the end
  • Co-op rifts wear the land they open in: Frost, Ember, Thornwild, Hollow, Storm, Crimson and rare Gilded, on floors of caves, halls or islands over the abyss
  • Wane rifts tear open in the world for ten minutes: no revives, and anyone may attack anyone
The Grand Plaza of Aldhearth seen from above: players by the Great Flame, the Trade Post, the Market Board and the stations around them

Towns

One city, many small towns

Aldhearth is the one real city: a walled capital with a Keep, the Great Flame burning on its tower, and a Grand Plaza where everyone passes through. Only its Master Forge takes gear past +6, sews wings and reforges powers; only its Alchemists brew the strongest potions; players trade on its Market Board and keep their things and gold in its Vault. Every other town is a small frontier town behind a palisade: a waystone, a Trade Post, an inn where you rest, and the basic stations. Step through any gate and the view turns top-down.

Your adventure

Build, forge and grow

Real screens from the game. No classes and no fixed path: what you become depends on what you take, what you make and where you dare to go.

The skill tree window in Nyrath
A point every second level, and every node costs a little gold. Grow outward from the First Line through six sectors, past the outer web to the Deep Weave, from notables to keystones (three at a time).

At a glance

Everything in Nyrath

Towns against the Wane

Towns live around fires lit from the First Flame, and beyond their light the Wane unmakes the land. Everyone passes through Aldhearth, the capital, for its Master Forge, Market Board, Vault and Guild Registry. Small towns have a Trade Post, a waystone and an inn: log out inside their walls and you come back rested.

A living wilderness

Creatures that feed, grow and change, goblin warbands, orcs, skeletons and dragons. Elites and bosses have powers of their own, packs call for help and flank you, and every fight leaves blood on the ground and on you.

No classes

Shape your character on a skill tree of nearly 300 nodes. Forge gear from wood to mythril and beyond, upgrade it up to +15, and give your weapon a right-click power: 7 moves, 6 elements and 4 tiers, reforged at the anvil.

Play together

Groups share experience, Homes and doors. Duel anyone with nothing lost, and join the arena from anywhere with Shift+K: everyone fights at level 50, so a level 1 can beat a level 150. Titles show their worth over your name, from Common to Legendary. Send letters with gold and gear. Open-world PvP is for the reborn, and your choice: anyone who murders a peaceful player is marked with a skull. Duels and the arena are for everyone.

Dungeons and rifts

Eight kinds of dungeon built fresh every time (towers, delves, winding caverns) with a dozen kinds of room, waves, keys, puzzles, secrets and bosses. Seven kinds of rift that take after the land they tear open in, and the Wane rift, where anything goes.

Events every day

A timetable for everyone: every hour a Wane Pit, a Beacon Run or Last Light on a floor of your own, and out in the land Greyfall, golden broods, warbands, and every evening Hold the Line and a waking dragon. Twice a week, the Pale Queen's raid. Kill streaks, event points and rewards.

An endless world to dig

Every block can be dug, and past the lava the Deep goes on, a million rows down: twenty bands of the Twenty, each a world with its own Grown and great one, then the seven bands of the Descent. Build straight into a lava lake, carry water and lava in a bucket, and keep your wood away from the lava. Nobody holds the open sky: dig down, set a Home Stone in the rock to make a Home of your own, keep its keep stocked, and wall it in Home brick, because deep down the Grown come for it, and once you are reborn, so may other reborns.

Machines of ember

Mine ember dust in the Deep and lay it as wire: warmth runs from levers, plates and clocks to lamps, chimes, rams, drop-floors, spouts, chutes and lifts. Build a door that opens to a lever, a furnace that feeds itself or a trial vault for visitors to crack. Wick the Tinker in Aldhearth teaches the first steps.

A living world to ride

Biomes with their own level bands and their own weather, from rain to sandstorms. Fish every land's water, cook what you catch, ride one of fourteen mounts, and chase a hundred achievements and their titles. Hunting grounds, waystones, pets from Common to Mythic and a Mu-style reborn at level 150 with sixty ranks to climb.

Development

Latest updates

Every change is in the patch notes.

Four pictures of the maps: the extra large minimap under the ground, with the tunnels dark against the rock, an arrow for you and a bar of the five layers; Tab's window of the land round you with its ruler of the layers; the map's Round you tab thirty-three rows down; and the whole world with the list of the layers beside it

Maps That Show Where You Are

Under the ground the minimap was a black square. Now rock you have not seen is drawn in its layer's colour, so your tunnels stand out, you are an arrow that points the way you face, and a bar on the edge shows which of the five layers you are in. The minimap has a third, extra large size, zooms with the mouse wheel and can be dragged to look round. Tab opens the land round you in a window you can zoom and drag while you keep walking, and the map (M) has the same view as a tab, with a ruler of the layers and how far down you are. Your blows now land the moment you swing, whatever your ping. Events now match everyone on a floor to its level and pay a kill to all who fought it, so friends of any level can play them together. Also: type how many to smelt, a right click on a person in town works the first time, the dungeon box is one slim line, and fights in the Skyreach stay on the screen. All of it is in the patch notes.

Three pictures of pets that grow: an Ember whelp at level 1, a drake at level 10 and a dragon at level 20 beside their owner in Aldhearth; the Companion window with a level 15 whelp named Cinder, its abilities, its treats and its skill tree; and the seven families of pets with what each learns

Pets That Grow

The pet you wear learns from your fights now, slowly, up to level 30, and keeps every level through your rebirths. It grows up twice, at level 10 and level 20 (a whelp becomes a drake, then a dragon), learns its family's ability at 10 and a command at 20 on Shift+X, and every pet has a skill tree of three branches for you to shape it. There are seven families, from the Dragons to the Oddments, each with abilities and a tree of its own. Feed it your cooking, three treats a day, and give it a name. A dragon now carries the egg of its own element, so there are six whelps and a rare gilded one, and four new fairies come to a fairy jar opened out in the land. Shift+B opens the Companion. Pets has it all, and the patch notes list everything.

Four pictures from the deep: a spear's thrust running through two Grown in a line, a greathammer coming down with its dust along the ground, twin blades cutting twice in a burst of crits, and Vesna's window in the Delvers' Lodge with the trophies she takes and her twelve relics

Weapons of the Deep

Fifty-two weapons for below five thousand rows, and the deeper one comes from, the harder it hits. Forge each band's own from its material at an anvil, or from the Descent's ores at a Deep anvil, once you have found its forging notes in the band; take them from the great ones of the Clockwork Under-city and below; earn them at the end of Orla's chronicles, Captain Rusk's hunts and Edda's Banner. Four of them fight in new ways: a spear thrusts through everything in a line, a greathammer knocks the Grown back and sends a shockwave along the ground, a flail hits all round you and harder with each swing, and twin blades cut twice. Vesna, the Lodge's curio-keeper, takes the trophies and deep ore you bring up for Lodge marks and sells twelve relics for them. Weapons of the Deep has them all, and the patch notes list everything.

Four pictures from a Crimson Rift: a side way still barred with a deep rune shown over it, the same kind of way open with a Jewel of Ascent glowing in it, the vault's chest with the hint to take the Jewel, and the fallen lair with its stairs down to Deep 2, the way out and a ring of light back to the stairs

Rooms That Pay

A rift is a run with a rhythm now. Clear a room and everyone sees ROOM CLEARED and how many rooms are left to the lair. Off two rooms of every floor a side way opens when its room is cleared, with its reward shown over its arch: a Jewel of Ascent, a deep rune or a chest of gold, and you take one of the two. When the lair falls, leave by the way out with what you carry, or take the stairs down to Deep 2 and Deep 3, a tier harder each, with a twist and better loot from their great ones. A ring of light by the stairs takes you straight to the lair. The patch notes list everything.

Four pictures of a phone with the two-thumb layout: upright in Aldhearth with Action, Jump, Use and the potions round the right thumb and the menu button at the bottom left; the menu as a sheet of icons in groups; sideways on a rift's floor with all nine slots; and the bag as a sheet from the right

In Your Hand

On a phone everything you tap is now in reach of a thumb and big enough to hit. Action is the big button under your right thumb, with Jump, Use, the potions and your mount or Dash each in one place round it, so your thumb learns them. The menu moves to the bottom left beside the hotbar and opens a sheet of the game's own icons, windows rise from the bottom or come in from the side and stop short of your life, and no text is smaller than 12 px. Settings › Interface › Phone layout turns it off. The patch notes list everything.

Four pictures of the floors: the Crimson Rift as it was drawn before, then lit by red torches with stone slabs and a rim of light on the Grown, the Ember Rift with its lava lighting the rock, and the Lower Crypt by torchlight

Lights in the Deep

The floors of rifts and crypts are dark now, with pools of coloured light: your own warm light, red torches, blue crystals, lava that lights the rock round it. The walls stand taller and throw their shadows, every Grown wears a rim of light, gold for an elite and red for the great one, and you point at a Grown to read its name. A hit lights the dark, a kill lets go of orbs of experience, and an elite's ring on the floor shows how far its blow will reach. On a phone a DASH button joins JUMP. Settings › Effects › Quality decides how much is drawn. The patch notes list everything.

Four pictures from the update: a new wanderer at the edge of Aldhearth with Defend the fire over the town and the first night's steps beside it, the four ready wanderers of Play now, the card of a first Rare blade, and the tutorial as one line on a phone with the button to tap ringed in gold

The First Night

Press Play now and you are in, with a stone sword in hand and the Grown at the edge of town: the first fight comes in the first minute and level 2 with it. The tutorial is eight steps that each pay experience, a card says what every level brings, the first dungeon's keeper always drops a Rare blade for you, and every twenty minutes the Night Raid comes for new wanderers. Open a daily chest that never goes back to day one, see what waits for you when you log out, and on a phone follow one line in the words of the buttons. The patch notes list everything.

Four pictures from the update: a siege at the foot of the Still Dark with the tracker counting the seconds held, the Forge setting a deep rune in a helm, two Homes joined side by side with their square land outlined, and the Keeper of the Light's last stand on the heart of the shard

Rekindled

After a rebirth the story goes on. Four chapters are told only to the reborn: Oswin's The Ledger Below and Ysra's The Last Name from your first rebirth, Oswin's The Second Crown from rank 6, and Bram's Past the Threshold from rank 10, with sieges deep in the Twenty. Every part ends with something worth having: an aura everyone sees, a power on a key of its own, a Mythic companion that fights beside you, the best wings, a door home from the Deep, the best amulet, the fastest mount and Mythic titles. The Deep gives runes now, eight kinds in seven tiers, the deeper the better, and every piece you wear has a socket for one. Land is square, and guildmates can share a Home or join theirs to yours. Last Light and the Beacon Run have twice the Grown and more, Last Light ends with the Keeper of the Light, events fight back for the reborn, and one of you alone can bring the cart through the Wane Mirror. The Ember Sea's lava stays in its band, the Forge can skip its show, crowds of Grown cost the server half what they did, and on a phone the game plays full screen. Read the full patch notes, the guide to the chapters for the reborn or the Wardens' gifts.

Four pictures from the update: the Allotments in Aldhearth's Fields with their beds, a Home's farm under the ground lit by grow lamps, a dungeon's signature striking from the floor, and a great one's leap ring on the ground where its prey hides

Gardens and Gauntlets

Rent a plot of your own in Aldhearth's Fields from Gudrun, and hang grow lamps over your Home's soil to grow Sunpetals, Sunmelons and Fire peppers under the ground. Every dungeon and rift has a character now: its name and a signature of its own, telegraphed on the floor, and traps that take a share of your life whatever you wear. Great ones come for you: hide behind a wall and they land on you, leave them and they heal, miss and they stumble. The Unlit Reach opens at level 100, the climb past 100 is gentler, late tales pay three times as much, and every rank past ten climbs faster. Open-world PvP is for the reborn. Read the full patch notes, or the guide to the Allotments. Credits go to Zencat for this update.

Four bands of the Twenty: Old Bellows raining cinders in the Ember Sea, the Echoes of the Echo Wells, Glasswings in the Glass Canyon, and the Keeper of the Seal shaking the Threshold

The Twenty

Ten thousand rows of the same five strata are twenty worlds now. Under the old floor lie the Twenty: from the Ember Sea and the Hollow Roots down through the Slag Galleries, the Echo Wells, the Glass Canyon and the Silent Sea to the Threshold, each with a family of Grown of its own, a material to make charms, tonics and meals from, and a great one asleep in its lair. The Delvers' Lodge in Aldhearth has a chronicle for every band, a hunt for every great one and fifteen expeditions, every small town and port has a tale of its own, and the skill tree grows by 102 nodes and six keystones. Five new mounts, ten new pets, fifteen new guild contracts, and a Healing potion worth brewing. And Homes must be kept now: a keep of materials pays their upkeep, nature takes one left alone for eight days, and once you are reborn other reborns can raid your Home. Read the full patch notes, or the guide to the Twenty.

Four pictures from the update: the tutorial card naming the left stick and the A button with a reticle on the Market Board, the bag with the controller's pointer on a slot and its button bar below, Settings with the controller's buttons, and the calmer phone screen upright and sideways

Play Your Way

Pick up a controller: Xbox, PlayStation, Nintendo or most others. Walk with the left stick, aim with the right or let the game aim at the nearest Grown, and dig, build and fight with the triggers. In every window a pointer jumps between buttons and slots and drags into your hotbar, the game shows your controller's own buttons, it rumbles on a hit, and Settings lets you give any action another button. Skipped the tutorial? Continue it from the menu, the Journal or Settings: it picks up at the steps you have not done. And the screen is calmer: a letter or an achievement takes its turn instead of landing on the tutorial card, the group frame sits clear of your portrait, and on a phone far less covers the world.

A group on a Wanted hunt in the Tidewrack Greenwood: the line at the top reads WANTED: Mirefang the Unbroken, 29 minutes left, 20 tiles east, and the group frame shows the other hunter

Together

Every town posts three Wanted notices a day: a named great one for a group of 2 to 5, as strong as the group, with gold, experience and a Jewel of Ascent for everyone near when it falls. The hunters' board lists who is looking for a group, and a ready check shows who is set. Guilds grow now: weekly contracts earn renown and raise the guild from level 1 to 10, the purse buys boons for every member, the vault at the Guild Registry keeps what you share, and the board ranks every guild by its week.

The Forge window at the Master Forge: an iron sword at +2 in the item slot, two Jewels of Ascent in the stone slot, the ward slot empty, and the result box saying the upgrade succeeded and what the next try costs

The Forge

All the work on a piece of gear is in one window now: right click an anvil and put the item, a stone and a ward in their slots to upgrade, set a rune, infuse a sigil or reforge, with the odds and what a failure costs shown before you press Forge. Furnaces load in one click and smelt a full load while you are away, Craft all makes as many as you can, you can drown (the Diving helm lets you stay down five times as long), group travel takes 10 seconds, and a group's loot is split fairly.

A sword blow lands on a Grown, and then a critical hit: a bright arc, a white flash, sparks, a ring and a gold burst with its rays

Alive

The world moves now. A sword blow has an arc, a flash and a push, a critical hit has a gold burst of its own, and a kill breaks the Grown into motes while coins and loot fly out and settle where they fall. Every rarity shines in its own way, and a Legendary stands under a tall beam. Level-ups, new titles and rebirth each have their moment, mining cracks the block, chips fly and the ore bursts out, and fire, frost and storm spells all look like themselves. The land has a little life of its own: fireflies in the meadows at night, torches and Aldhearth’s Flame that breathe with light, bubbling lava, pollen, leaves and snow glitter. It is gentle by design: nothing flashes more than three times a second, no flash is more than a quarter white, nothing blinks above three times a second, and the screen never shakes by more than a few pixels. Under Settings, Interface, Effects you choose Off, Low, Normal or High, turn the shake, the flashes and the hit pause down or off, let the game lower them by itself if it runs slowly, and a phone starts on Low. Read the full patch notes, or the guide to effects.

Players on a snowy pass in Rime Hollow, each with a title over their name

Plain Words

One confusing old word is gone: towns are towns, you wake up in town when you fall, and your base is your Home. In its place, what you asked for. Set your cursor and the box round the block you dig or place (Settings, Interface, Cursor). Broken gear gives nothing until it is mended, and every furnace has its own fire. The arena is fair: everyone fights at level 50, and Shift+K puts your name down from anywhere. Titles show their worth, from Common to Legendary. Every spell has a card and a place in the Spellbook, sixteen new pets come in six rarities, rebirth has sixty ranks, and every item says what it does. Every change is in the patch notes.

A road gate on Port Tidewrack’s street, beside the town gate: its line says F: the road to the Burrows camp, levels 6 to 14

Open Roads

The hunting grounds are one road now: a mountain pass at each end of each ground leads over into the next, from the Burrows to the Unlit Reach, a road gate at every camp leads to its home town, and no ground is locked by level. The game plays smoothly on a slow connection, the text tells 2 from 8 (the old pixel letters are a setting away), and Esc opens a menu with Log out. Dig and build under the towns, ride elevator blocks up your shafts, dig five by five at a swing, swim through lava in the Emberward suit, wave and dance with emotes (<3 is a heart again), keep three hotbars, search your bag and see what a recipe makes. And eight new tales told by people with stories of their own, old maps that lead to buried caches, and a riddle a day on the Grand Plaza. Read the full patch notes, or the guides to the Wild Road, tools and elevators and finishing every quest.

A delver holds up a torch in a dark cave of the Deep, and beyond the light the glowing eyes of something vast

The Descent

The Deep goes on. Under the Upper Deep lie seven bands, each a world the Wane unmade long before Nyrath: the Bone Gardens, the Drowned Halls, the Clockwork Under-city, the Crystal Cathedrals, the Hollow Sun, the Wane's Root and the Last Dark, and under them the Floor of the World. Every band is sealed in its own rock, and the Grown down there grow in Might, so you temper your weapon, armour and pickaxe with each band's ore to dig through the next seal. Bram keeps the Book of Delvers for whoever goes deepest, delve gates bring you back down to where you stopped, and the sanctuary beside each gate gives a boon you keep until you fall. Odile sells wands that cast spells in a row, oil burns and acid eats stone, your machines wound the Grown and you finish them, and past level 150 there is Mastery. Read the full patch notes, or the guides to the bands below, Might and temper and the Delvers.

A smith at an anvil, a blade glowing with a violet rune, a furnace burning behind

Emberwork

Lava and water are yours to move now. Put a block straight into them, to fill a lake from its middle or lay a bridge across a lava lake, and carry them in a bucket (three iron bars at the Anvil): a Lava bucket in a furnace smelts twelve things, and the bucket comes back. Mind your wood: lava sets alight what burns beside it, and fire creeps a little before it dies out, though never in a town or on a Home's land. A few rules change for everyone: a flow cut off from its source dries up, water and lava from outside never run onto a Home's land, and lava you pour is your blow to other players, by your sword's PvP rules. And down in the Ember Sea the rock has seams of ember dust. Lay it as wire and it carries warmth for fifteen tiles: levers, plates and heartbeat stones give it, relays, latches and toggle stones think with it, and lamps, chimes, rams, drop-floors, lift stones, spouts and item chutes do something with it. Doors and iron gates open to it, and your Home's defences wait on it. Wick the Tinker, Hild's apprentice on Aldhearth's crafters' lane, sells the dust, teaches it in three lessons, and makes trial chests: the prize of a puzzle you build on your own land, a share a day for whoever reaches it. Be as cruel as you like: a visitor who falls in your Home loses nothing. Read the full patch notes, or the guides to fire and fluids, emberwork and Wick and trial vaults.

A delver with a torch in a dark cave, glowing eyes of something huge in the darkness

A Home below the ground

By the Edict of Ash, nobody holds land under the open sky any more. If you have a plot on the surface, it keeps its protection for seven days, a letter explains why, and your Land deed comes back by letter on the day it lapses. Take it below the ground: a deed now sets down a Home Stone in the rock, and the land around it is your Home, where nothing fades and nobody else digs. And the ground goes on. Past the lava the old floor of the world is gone, and the Deep goes down a million rows, stratum under stratum, with embersteel, voidglass and its own Grown, harder the deeper you go. The deeper your Home Stone lies, the more it draws them: from 40 rows down they come for it in waves while you are near, never while you are away. Wall it in Home brick, hang an iron gate, set spikes and load a ballista, and a held raid pays in Wane-amber. A lit Home is somewhere to live, too: you rest there as in a town, the road Home takes you back to it, its furnaces burn faster, glowcaps grow on its soil, and there are armor stands, weapon racks, aquariums and trophy mounts to fill it. Chapter III, Below the Well, tells why, starting with Oswin. And the dungeon box folds out of the way. Read the full patch notes, or the guides to homes and land, the Deep and Home raids.

The Grand Plaza of Aldhearth seen from above, where Hale, Kestrel, Ansel and Captain Brand now keep their posts among the stations

The Living World

Nyrath has weather now: every region its own sky, from rain and storms to snow, sandstorms, fog, ash and starfall, changing every ten to twenty minutes. Take a rod to the water: every land has its fish, nineteen kinds and two legends, and every Cauldron cooks them into meals that keep you Well fed. Hale in Aldhearth sells a strider to ride (X), and six more mounts are out there to win. Challenge anyone to a duel where nobody dies, or climb Kestrel's ladder in the arena pit. Write letters with gold and gear (U), and chase a hundred achievements and their titles (Y). On Wednesdays and Saturdays at 18:00 whoever will go is sent into the White Flame, where the Pale Queen keeps the cold, and the story goes on in Chapter II. And dungeons open without a hitch, and a crowded rift costs the server half what it did. Read the full patch notes, or the guides to fishing, mounts and the raid.

Four pictures of the events: a Wane-lord over the glass dunes in Greyfall, the first wave climbing out of the Wane Pit, a dragon waking in the Burrows, and the throne hall of the Crown of Aurelmark

Events every day

Nyrath now keeps a timetable, on one clock for everyone. Every hour a Wane Pit, a Beacon Run, Last Light or a Wane Mirror opens: bring a ticket, join from the Events window (H), and fight on a floor of your own with players of your level. Out in the land, Greyfall turns the sky grey and brings the Grown three times as thick, the Gilded Brood hatches golden Grown full of coffers, warbands march on the frontier towns, and every evening the Line must hold and a dragon wakes. Kill fast and a streak doubles, then triples, your event points; Tobias the Town crier in Aldhearth takes them for tickets, jewels and wing dyes. On Sundays the guilds fight over the Crown of Aurelmark. And a horde of hundreds of Grown now costs the server about a fifth of what it did. Read the full patch notes, or the events guide.

Four pictures from the update: the character screen with room for more characters, wings dyed sun gold in the open world, a sword and wings on a rift floor, and the wing dyes in the wiki

More characters, wing dyes, and a long list of fixes

An account can have four characters now, each with a name of its own, and all of them share one vault in Aldhearth. The colour of your wings comes from wing dyes, from plain pale to legendary starlight. You can close the quest box, and on the 2.5D floors you see weapons and wings. With many players the server does about a third of the work it did. And a long list of fixes: no more hanging in the air after a jump, new characters always get in, a reload keeps you where you were, and blocks crack again as you dig. Read the full patch notes, with a way to check every change yourself.

Four pictures from the update: Aldhearth from outside with the Great Flame burning on its Keep, players on the Grand Plaza, a small port town with its fields, and the wiki’s item page

One city, many small towns, and a wiki

Aldhearth is now the one real city, and everyone passes through it: a walled capital with a Keep, the Great Flame burning on its tower (you can see it from far away), and a Grand Plaza where every important station stands together. Only its Master Forge takes gear past +6, sews wings and sets runes; only its Alchemists brew the strongest potions; players trade on its Market Board and keep things and gold safe in their own Vault. Every other town is now a small frontier town behind a palisade, with an inn: log out inside a town’s walls and you come back rested, with double experience from kills. And there is a wiki at /wiki, built from the game itself every time it changes.

Four places from the update: an Ember Forge dungeon with a lava pit, a Storm Rift of stone islands in the sky, an Ember Rift of basalt islands in a lava sea, and a Crystal Geode lit by crystal lamps

Eight kinds of dungeon, seven kinds of rift

No more same-looking dungeons. A scroll now rolls a Catacomb, a Flooded Cistern, an Old Mine, a Fungal Hollow, an Ember Forge, a Frost Vault, a Crystal Geode or an Overgrown Temple, each with its own walls, light, traps and Grown, laid out as a tower, a delve, a winding cavern or a line of halls. Look for ambushes, blood altars and secret caches behind cracked stone. Rifts now take after the land they tear open in: Frost in the snow, Ember in the ash, Thornwild in the green lands, Hollow in the void, Storm up in the Skyreach and, now and then, a Gilded rift full of chests. Their floors can be caves, pillared halls or islands over the abyss, and the Lower Crypt wears the dungeon above it.

The calm phone layout in portrait and landscape: portrait with life and mana, a chat bubble, the bag at the end of the hotbar

A calmer screen, on phones too

On a phone the world has room again: the chat waits behind a bubble that counts what you have not read, the bag sits at the end of the hotbar, and the stick shows only under your thumb. Everywhere, the quest tracker waits until something moves, monster names show when they matter, a target frame shows what you fight, and the bag sorts itself and compares gear with what you wear.

The chat open on its Group tab while a player travels to a group member

Travel to your group, and chat with tabs

The waystone button next to a group member carries you to them: nothing may have hurt you for 30 seconds, then stand still for 30 more. You only go where you could walk yourself: never into a dungeon or a rift, never into a hunting ground you have not opened, never onto someone else’s land. The chat has tabs now (All, Group, Guild, System) that you can scroll back through, you talk to the tab you are on, and you choose what All shows. The quest tracker stays out of sight until something in it moves.

The new HUD: portrait with health and mana, menu icons, a group frame and quick potion slots

A cleaner HUD

Your portrait, level, health and mana now sit together in one corner, the hotbar is bigger, and two quick slots next to it drink your best healing and mana potion (R and V). Every menu has its own icon, and the group frame can be dragged wherever you like. Prefer the old look? Switch it off in Settings.

Floating isles of the Skyreach above the clouds

The Skyreach

There is a world above the world. Climb a Skyroot, a beanstalk that grows every few hundred tiles, and step through the gate at its crown: floating isles, clouds to hop across and a cloudsea far below. The air is thin, so you jump twice as high. Everything that lives up there flies, great fliers hunt the isles, and the rock holds Starsilver for the best pickaxe in the game and the Skywarden wings. Step off an isle to drift back down.

A Crimson Rift glowing in a cave

Rifts in the wild

Crimson Rifts no longer wait for a server-wide event. They tear open all around you: on cave floors deep underground, on isles in the Skyreach, now and then out in the open. Each is harder than the land around it. Your minimap and map point the way, and a line under the minimap says how far and how deep.

A mushroom grotto with giant glowing mushrooms

A deeper world, mana and potions

The underground has come alive: mushroom grottos, crystal geodes, mossy damp caves, buried ruins with urns to break, old mines with a chest at the end of the tunnel, fossils and pools you can swim in. Weapon powers now use mana, and a Cauldron in every town brews healing, mana and buff potions in tiers from what you gather.

The towns need hands

Every innkeeper now has work: thin the Grown, bring what the town needs, then put down the Unsworn that walks its region and take back the lost page it carries. Help three towns and Oswin sends you after the cold light. Daily and weekly bounties are in the new Journal (J).

Guilds, the Rift Ladder and harder floors

Found a guild: a tag over your head, guild chat, shared land and doors, and a hall with a banner you can travel to. The Crimson Rift has a weekly ladder. Down on the isometric floors: weapon powers, bows and glaives, elite affixes, ambushes, treasure chests (some bite), and bosses with phases and warnings drawn on the ground.

The Crimson Rift

A new world event: a crimson tear opens somewhere in the wilds, and everyone who steps in fights together on an isometric floor of rooms, spikes and Grown, with a dragon waiting in the lair.

Inspired by the games we grew up with

Nyrath is its own world, but if you loved any of these games you will feel at home. These are the ideas we borrowed:

  • Mu Online: +1 to +9 upgrades with jewels that can fail, reborn at level 150, rare gear from dangerous places, and events on a daily timetable, from the Wane Pit to a dragon every evening and a raid twice a week.
  • Terraria: side-view digging and building, bosses in the deep, bows, staves, returning glaives and flying pickaxes, and caves you need a torch to see.
  • Minecraft: a crafting grid, a world you shape block by block, buckets of water and lava, ember dust you wire up like redstone, and a house with a door only your friends can open.
  • ArcheAge: farming, land claims, and trade packs that pay more the farther you carry them.
  • Path of Exile: one huge skill tree instead of classes.

Nyrath is an independent game. It is not affiliated with or endorsed by the makers of these games, and their names belong to their owners.

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