Players · project owner
Places
Hearth, the Threadway, Starwell and every other permanent place, with the services you find there.
Content checked 2 November 2026
The permanent world of Arborwake never changes its layout. You walk between places on foot, and the Threadway joins them. The run locations, where turn-based rooms happen, are different: their rooms change on every outing. They are listed on Encounters.
ApothecaryThe Threadway building that deals in signalling, with nothing bottled; it tunes your own signal, lets you rest once per outing and arranges the calming visit.In the alpha- ArchiveThe Cartographer's Archive & Observatory on Threadway, which keeps field notes and research entries and is planned to chart the next outing.In the alpha
Common HallThe Threadway hall on the first terrace, whose blackboard shows the current story chapter and the community requests.In the alpha
Delivery trayA ceramic basin below Hearth's rosette that holds a finite community delivery of Supply.In the alpha
ExchangeAster's single counter in Starwell, where you pack provisions and drop carried Supply before the Vessel Margins gate.In the alpha
Food HallA designed Threadway service where a free shared meal uses the return's one recovery step; it has a menu but no building in the scene.Proposed
Hearth buildingsThe three home projects (Arbor, Recovery nook and Relay node) built on Hearth's plots, plus the two new home connections.In the alpha
Hearth GroveThe Ranger's home base, an open field round a fire bowl where residents keep home duties, buildings go up and every outing starts and ends.In the alpha
Market stallsA designed Threadway service that buys surplus finds for fixed Supply, one way only; it has a menu but no stalls in the scene.Proposed
Memory MeadowA hippocampus-inspired dawn meadow north of the Glade where you replay free lessons and try specialisations, and the planned Act V refuge.In the alpha
Mote PocketA small, dim, rock-walled dell off the Glade where Mote keeps a tidy nook and the first story observations take place.In the alpha
Nearfield GladeA woodland crossroads east of Hearth that links home, Memory Meadow, Mote Pocket, the Threadway road and the Dendritic Gardens.In the alpha- Neural HighwayA white-matter tract that runs above Threadway inside a walkable glass tunnel, planned as a fast-travel network with porthole stops.Proposed
- Pneumatic tubeA glass tube in Threadway's station that carries you between the street and the upper deck, where the road to the Quiet District starts.In the alpha
Quiet DistrictA night-blue side-on district round an elevated myelinated road with five repairable stretches, the Wrapping Depot and the gate to the Quiet Tracts.In the alpha- Relay postA late home project (30 Supply, from Act IV) that covers Pip's keeper watch so Pip can be recruited for field outings.Approved
StarwellA side-on support and staging district at Threadway's east end, with the Exchange, the Star Well and the gate to Vessel Margins.In the alpha
StudiosThe Threadway training building, planned to hold a class lobby and one floor of advanced drills per specialisation; in the alpha it points you to Memory Meadow.In the alpha
Tea HouseA terrace café on Threadway where a shared tea answers a resident's open visit request.In the alpha
ThreadwayThe town street, a live 3D scene with flat 2D cells, where the Threadway buildings stand and the roads to the Glade, Starwell and Quiet District meet.In the alpha
Threadway residencesThe Home and Apartments on Threadway, closed façades for recurring characters whose interiors are still placeholders.In the alpha
WorkshopAn open ground-floor shop on Threadway that builds and fits permanent tools and makes one-use field gear.In the alpha
Wrapping DepotThe Quiet District workshop that turns wrapping spools from the Quiet Tracts into repairs of the district's road, one stretch per return.In the alpha