NYRATH Play free

From the game

Top-down view of the town of Aldhearth in Nyrath, with its plaza, market stalls and townsfolk

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 around the Hearths. 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 Hearths, 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 +9 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, and 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. Every dungeon is built fresh: long halls, deep descents, climbs, caverns or chasms, with rooms that are crypts, pillared halls, towers of ladders and walkways, or pits of spikes. Monsters wait inside and wake when they see you, so you get a moment before the fight.

  • Arenas with waves, mini-bosses that carry keys, puzzles and shrines
  • Shared revives for your group, and a boss at the end
  • Wane rifts tear open in the world for ten minutes: no revives, and anyone may attack anyone
Inside the town of Aldhearth, seen from above

Hearths

Towns you walk into

Step through the gate and the view turns top-down. Every Hearth has its own layout, people and trade. Sell at the Trade Post, list on the Market Board, carry trade packs to far ports for profit, and travel between waystones you have found.

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
Every level gives a point and every node costs a little gold. Grow outward from the First Line through six sectors, from notables to keystones.

At a glance

Everything in Nyrath

Hearths against the Wane

Towns live around Hearths lit from the First Flame. Beyond their light the Wane unmakes the land and grows it back wrong, and the world gets more dangerous the farther and deeper you go.

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 200 nodes. Forge gear from wood to mythril and beyond, upgrade it up to +9, and give your weapon a right-click power: 7 moves, 6 elements and 4 tiers, reforged at the anvil.

Towns you walk into

Every hearth has streets, stalls and people to talk to. Sell at the Trade Post, list on the Market Board, and carry trade packs to distant ports.

Play together

Groups share experience, land and doors. PvP is your choice, but anyone who murders a peaceful player is marked with a skull.

Dungeons and Wane rifts

Dungeons built fresh every time, in five layouts and six kinds of room, with waves, keys, puzzles and bosses. Rifts open for ten minutes and anything goes inside.

Beds, ladders and better tools

Craft a bed and choose to wake there when you fall. Climb ladders, dig 3x3 with a quarry pick, and light your way with a delver's lamp helm.

An endless world to dig

Every block can be dug, from copper near the surface to crystal and mythril far below. Build anywhere outside the Hearths, and the deeper you go, the older the things that live there.

Regions and hunting grounds

Biomes with their own level bands, walled hunting grounds, waystone travel and a Mu-style reborn at level 150.

Development

Latest updates

The Hearths 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 Hearths 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.

Towns in a new light, and crypts below

Hearths are now drawn in isometric: real houses, walls and roofs you can walk behind. Scroll dungeons hide stairs down into a Lower Crypt with a guardian and its hoard.

Dungeons reborn

Five layouts and six room shapes, arenas with waves, ladders and walkways. Monsters now wait in their rooms and wake with a warning, so opening a door no longer means getting jumped.

New tools and weapons

A quarry pick that digs 3x3, a tunneller's pick, the Mythril excavator, the Crimson reaver that makes foes bleed, a builder's ring and a delver's lamp helm. Upgraded weapons now show it with a glow.

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 town events (coming soon).
  • 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, 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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