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The World

A place that keeps its secrets

RetroQuest is set in the long aftermath of something that went badly wrong. Nobody in the world agrees on what it was, and the game will not tell you either.

Regions

Where you can go

Playable

The Starting Valley

Sheltered farmland ringed by cliffs. Where every character begins, and the only place in the world that will politely explain itself to you.

In testing

The Riverlands

Braided waterways and half-drowned ruins. Roughly twice the size of the valley, and the first region built on the new terrain pipeline.

In design

The Ashen Reach

What is left of the old capital. Hostile, largely unmapped, and intended to be reached long before you are ready for it.

Rules of the world

How it behaves

Travel takes time

There is no teleport network. Distance is a real cost, which is what makes a frontier town feel far from home and worth settling near.

The map is drawn, not given

You fill in your own map as you go. Landmarks, roads and rumours are how you navigate — not a minimap arrow.

The world does not scale to you

Regions have a difficulty, and they keep it. Wandering somewhere lethal is allowed, and surviving it is a story.