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Maps and Terrain

The game map is rendered using an isometric 2:1 projection and supports multiple terrain types.


Map Specifications

Property Value
Default size 1000 × 1000 tiles
Adjustable range 250 ~ 1000 tiles
Tile size 256 pixels
Projection Isometric 2:1 (diamond)

Terrain Types

Terrain Passable Movement Cost Base Height Enemy Spawns
Grassland Yes 1 0
Forest Yes 2 0.5 Slime, Zombie
Mountain Yes 3 3.0 Goblin, Skeleton, Dragon
Water No -1.0
Town Yes 1 0
Road Yes 1 0
Swamp Yes 3 -0.3
Desert Yes 2 0.2

Movement Cost

Lower numbers mean faster movement. Road and Town have the lowest movement cost (1), while Mountain and Swamp have the highest (3). Making good use of roads can greatly improve adventurer travel efficiency.


Fog of War

The map has three visibility layers:

State Brightness Description
Unexplored 0 (fully dark) Never seen by any adventurer or building
Explored 115 (dark gray) Previously seen but not currently in line of sight
Visible 255 (fully lit) Currently within an adventurer's or building's line of sight

Vision Sources

Source Vision Range
Castle 30 tiles
Adventurer (base) 8 tiles
Mage (ranged) Attack range + 3 tiles
Ranger (ranged) Attack range + 3 tiles
Defensive building (Arrow Tower) Building size + 12 tiles
Regular building Building size + 3 tiles
Enemy outpost structure 10 tiles

Ranged Adventurer Vision

Mages and Rangers have their vision extended to attack range + 3 tiles, ensuring players can see the targets they are attacking.


Map Generation

Sandbox mode maps are randomly generated using the Value Noise algorithm:

  1. Generate terrain noise → determine terrain types
  2. Generate height noise → determine elevation variation
  3. Place Castle → establish a Town area at the center of the map
  4. Scatter treasure chests → 250 chests distributed across the wilderness
  5. Generate enemy outposts → placed far from the Castle

Treasure Chests

Property Value
Initial count 250
Gold range 20 ~ 55g
Location Passable areas outside of Towns

Adventurers automatically pick up treasure chests when they walk over them. With the "Treasure Sense" research skill, gold is increased by +50%.