Free to play · runs in the browser · nothing to install

Arx

An open world, forged by hand.

Eight towns on one long road north. Farm it, forge it, fight it, or walk out past the last lamp and see what is out there. Every frame behind these words is the game itself — recorded in a browser tab, nothing staged, nothing pre-rendered.

8 towns 90 quests 188 voiced characters 309 abilities 1,675 items 24 skills to 99 6 factions 8 crowned bosses one long road north

Forge your adventure

No classes. No rails. Pick a life.

Twenty-four skills climb to ninety-nine by doing, and nothing locks you out of anything. The smith who never left Amberford and the delver who has not seen daylight in a month are the same character sheet, spent differently.

The Dread Crown

The world crowns its foes

Eight crowned bosses hold ground out there, each with its own phases, its own summons, and a wind-up you can read if you keep your nerve. The bigger the telegraph, the harder it lands. When a crown falls, the whole field marks the felling.

Goblin flame-tyrant · The Fallen King · The Barrow Lord · Skral tidelord · Skral deepmaw · Gnoll matriarch · Old Fang · Anvil golem

The World

The Road North

The Dawnlands hang eight towns on one long road, every one of them built, named and peopled by hand. The country between them is the real story: it comes in eleven grades, and the gazetteer has an honest word for each of them.

Dawnmead

Levels 4–9

The awakening village. You wake here, hands empty.

Amberford

Levels 9–16

The crossroads market town, and the wall where the settled land ends.

Saltmere

Levels 15–24

The town at the water’s end.

Silverfall

Levels 22–34

The mountain capital.

“The crown keeps its court above the falls and the terraces climb to meet it.”

Pinewatch

Levels 22–34

The watch on the old wood.

Hartfell

Levels 32–48

The town past the treeline.

Kingsdelf

Levels 44–60

The delf that made the crown.

“The Returning keeps a town in the old quarry bowl, under the mountain that still burns.”

Evenfall

Levels 55–72

The city the old folk kept.

“The wood is the wall, the light does not burn, and the gate stood closed for a hundred and fifty years. It is open now.”

The gazetteer’s own words for the miles between: the settled land · the near frontier · the walk out · the expedition line · the deep frontier · the far dark · the lampless dark · the howling dark · the nameless waste · the world’s rim · the sundered dark — and past the authored miles, the wilderness keeps going. It does not end.

Hold up. New face at the north gate gets the speech. This wall is where the settled land ends. Every mile north is meaner than the last. Goblins in the foothills. Wolves under the Thornveil. Past the Last Lamp, worse. I won’t name it at a gate. Walk lamp to lamp. Sleep behind their walls. The day the road starts feeling interested in you, turn around. That’s the speech.
Captain Aldis — at Amberford’s north gate

The Long Dark

The key is the dungeon

Dungeons in Arx are cut by their keys. A rift-cut key carries a place inside it: the same key always opens the same halls, and its ward holds three turns before it wears through. Six kinds of dark to cut into — cavern, mine, stronghold, crypt, warren, heartwood — with a champion standing between you and the chest.

Nothing respawns behind you. Clear a hall and it stays cleared until the key wears out.

Step into a friend’s run mid-fight and the door stays open to the party.

The Wild at Heel

Sixteen species will walk beside you

Wolf, bear, lynx, great owl, worg among them. A companion fights at your side, levels through its own deeds, and falls without ever being lost. Gentling one is its own craft — beastcraft climbs like any other skill, by doing it.

And when the road is long: the Dawnlands courser, the shaggy Hoargate garron, the night sabercat. You ride to cross the world; the moment you fight, your boots are back on the ground.

Drawn, not drawn on. That key is not an image file — it is the game’s own painter, running in this page, in your browser, right now. So is the meadow further down. Nothing on this page is concept art.

The Arts

Three hundred and nine ways to end an argument

Weapon Arts live in the weapon — hold the teaching blade and its art is on loan; win with it and the lesson sticks. Relics, sigils and techniques fill the other three fingers of your hand. Two whole skills stay secret until your hands find them; nothing in the game tells you they exist.

309 abilities · no classes

Thirteen schools of light

Twenty-four skills climb to 99 by doing, two more keep themselves secret until your hands find them, and the deepest arts live in the weapons that teach them. Every sigil below is live geometry — drawn by the same code that draws it in a fight.

Hold the teaching blade and its art is on loan. Win with it, and the lesson sticks.

The Spoken Land

Eight towns that keep their own day

A hundred and eighty-eight characters are cast and voiced, and every one of them has somewhere to be. The smith is at the anvil in the morning and in the inn at night; the watch changes on its own hours; the market is open when the market is open. Two of them may tell you different truths about the same thing. Leave with both.

2,293 lines of dialogue. Six factions keeping books on you, from hunted to champion — prices, fines, work and doors all follow the name you carry.

The Tended Earth

Or never draw a sword at all

Twenty-three crops, livestock that learn to trust your hands, eighty buildable pieces that persist in the shared world, and seven named trades that each go all the way to mastery. What you raise stays raised — and only you can pull your own walls down.

Ore veins deplete and come back for everyone. A house someone raised last winter is still standing when you walk past it tomorrow.

Field Notes

The rest of the ledger

Reputation

Six banners keep books on you

Every faction runs its own ledger, from hunted to champion. Prices, fines, work and doors all follow the name you carry. “Walk on. The watch knows your face.”

The Charter The Crown Waykeepers The Rookery Even Court Red Company

With friends

One world, held in common

Party up and walk the same road, or step into a friend’s live dungeon run mid-fight — the run is the owner’s, the door is open to the party.

Mounts

The road grows short

The Dawnlands courser, the shaggy Hoargate garron, the night sabercat. You ride to cross the world; the moment you fight, your boots are back on the ground.

The soundtrack

Eighteen tracks

Town themes, road songs, two kinds of night, and music that only plays when something with a crown has noticed you.

Not a render

This meadow is the game, running, in this tab

Everything above was recorded. This is not. The grass below is the game’s own grass system, the bodies are the game’s rig walking on the game’s leg solver, the fire is the game’s fire, and the sky is the game’s clock. Built in-house on canvas and websockets — no engine, no sprite sheets.

evening over the meadow

One shared, persistent world Party up and walk the same road No download, no launcher, no spec sheet

The road starts in Dawnmead.

You wake in the awakening village with empty hands and the whole map north of you. It’s free, and it’s already running.