Worldvale Guide

Game Guide

Everything that makes Worldvale tick — worlds, combat, gathering, building, and staying alive. Use the sidebar to jump to any topic.

One shared, procedurally generated map. Same seed, same Worldvale for everyone.

Introduction

Worldvale is a browser-based, top-down pixel-art RPG. You move on a tile map, gather resources, fight monsters, build a base, and explore two connected zones from one saved character. There's no install and no build step — every sprite and every sound is generated in code.

Your inventory, gold, level, and base travel with you. Step onto portal props to move between the overworld and the cave.

Your First Session

New characters spawn just south of town with a blade, a pickaxe, and a fishing rod. Head out past the plaza, clear a few slimes and bats for coin and XP, and spend at Pip's shop. When you can, mine some wood and stone, and by level 5 you can start a base.

The plaza fountain heals you and nothing can hit you in the square — treat town as your rest stop and bank of safety.

Controls

Movement & combat

  • WASD / arrows — move
  • Space / J / click — attack
  • Q — potion · F — eat fish
  • I — inventory · Esc — settings

World & UI

  • E / Enter — interact (talk, open, mine, fish)
  • B — build mode; 1/2/3 select
  • click the minimap — full map with points of interest
  • M mute · +/ volume · Enter chat

The Overworld

A 104×104 tile map of grass, water lakes with sandy shores, forests, scattered rock and ore, and roads radiating from a central town. Enemies spawn in three tiered rings — the further from town, the tougher the pack and the better the loot. Treasure chests hide in the far corners, and ore veins dot the wilds.

Town & Safe Zone

The plaza at the centre holds a fountain, Pip's Trading Post, and the town elder. It is a safe zone: monsters won't aggro into it or land a hit while you stand there, and the fountain slowly restores your health. A badge shows when you're protected.

The Cave

Reached through the cave mouth north-west of town. It's a smaller, walled dungeon carved from solid rock, lit only by your own light and wall torches. It runs harder than the surface (a difficulty multiplier on enemy health and damage), spawns fast ambush spiders, and hides gold ore and a deep-loot chest. A rune circle on the west wall takes you home.

Portals & Travel

Travel between zones is by portal prop: walk onto the cave entrance and the screen fades to black, the cave loads, and you arrive beside the exit. Following the north road off the map edge takes you to the Frontier, a tougher 80×80 wilderness with its own road back. All zones are generated up front and cached, so travel is instant, and each remembers which way you came so you return where you left. Dying anywhere returns you to town.

Inventory

A strip along the bottom of the screen shows your pickaxe, gathered materials, and caught fish. Materials stack:

Wood
Stone
Iron
Gold
Fish
Potion
Coin

Gathering & Mining

Stand next to a node and press E. Trees give wood, rocks give stone, and ore veins give iron or (deeper) gold. Each node holds a small quantity and depletes as you work it, drawing faded, then regrows after ~45 seconds. Ore is non-solid, so a vein never walls off a path.

Base Building

Unlocked at level 5 in the overworld. Press B for build mode, choose a structure, and click a valid tile (a ghost previews placement). Everything costs materials and can be removed for a half refund.

Wall — 1 wood, 3 stone

Solid; blocks monster movement.

Archer Tower — 6 wood, 4 stone, 2 iron

Auto-fires arrows at the nearest enemy in range.

Well — 4 wood, 6 stone

Heals players standing nearby.

Monsters that reach a structure damage it over time; at zero health it's destroyed and its tile frees up. A base has to be laid out to defend, not just stacked.

Fishing & Healing

Face a lake and press E to cast; a bobber drops and, after a short wait, you land a fish. Press F to eat one for a chunk of health anywhere. Passive regen comes from the town fountain and any well you build.

Saving

Your character saves automatically to this browser — identity, level, XP, gold, inventory, current zone, and placed base. Progress is written on level-up, on purchases, when you tab away, and periodically. Saves are signed and value-capped, so a hand-edited file is detected and reset rather than trusted.

Combat Overview

Attacks are directional — you strike in the way you face, with a hit arc, knockback, critical hits, damage numbers, and screen shake. Enemies aggro within range, chase, and attack; the Archer instead looses a travelling arrow. Health regenerates only in safe zones and near wells — otherwise it's potions, fish, and levelling up.

Classes & Perks

Warrior
High HP · heavy hits · short reach
Perk: +1 flat armour / 10 lv
Mage
Low HP · big damage · long reach
Perk: faster casting / 10 lv
Archer
Ranged bow · fast · medium HP
Perk: +8% move / 10 lv

Each level adds max HP, attack, and a little reach (up to a cap) and heals you fully. Every 5 levels grows your potion pouch; every 10 unlocks a stacking class perk.

Monsters

Slime
Slow, sturdy, hits hard close.
Bat
Fast, erratic flyer.
Wolf
Fast pack hunter, mid wilds.
Spider
Cave-only. Creeps, then dashes.
Ogre
Rare tanky elite, rich loot.

Bosses

Slime King
Once-per-session mini-boss in the south. Announces itself on sight; guaranteed 40 coin + 2 potions.
Ancient Golem
The world boss in the northern arena — 300+ HP, its own health bar, an epic haul. You'll hear it grind awake before you see it.

Multiplayer

Worldvale's simulation, input, and rendering are split so real-time multiplayer drops in cleanly. With the server running, the overworld's monsters are server-authoritative — everyone sees the same enemies at the same health — while player presence and chat are relayed. Your saved character is used online and off; the cave and base building are single-player spaces.