TerraWorld

TerraWorld is waking up

The old TerraWorld is coming back, redrawn tile by tile. Bond with your own spirit creature and discover how the power of words can change the world.

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The game

  1. Your spirit

    Behind your own front door there is a stream, a little jetty and a house. A spirit lies curled up asleep by the water, and it is yours. When you tap it, it wakes up and sneezes. Then it looks at you.

    Your spirit has a mind of its own. It runs ahead when something glints in the grass, and it gets sleepy when you have done enough for one day. It never gets hurt in a fight.

    A game screen in the village: the spirit's speech box at the top, the hearts and crystals on the left, the bag on the right and a hand of five word cards at the bottom. A game screen in the village: the spirit's speech box at the top, the hearts and crystals on the left, the bag on the right and a hand of five word cards at the bottom.
  2. Your words shape the world

    Everything you do can turn up a new word: fishing, mining, cooking, exploring, or a quest well done. Your spirit learns every word you find, and it casts the ones you pick.

    Words come in types, such as water, stone and wood. Some types are still out there to find.

    Three small trees of words hang from flags on a rail, for water, stone and wood, with more flags still rolled up beyond them. Each grows from one simple word to stronger ones, and the card for Raft, where wood and water meet, is shown. Three small trees of words hang from flags on a rail, for water, stone and wood, with more flags still rolled up beyond them. Each grows from one simple word to stronger ones, and the card for Raft, where wood and water meet, is shown.
  3. Building what a place needs

    Places have needs. A stream may be too wide to cross, or a villager may have nothing to eat. There is more than one way to answer a need, so one stream might get a bridge and another stepping stones. You pick the words, and your spirit builds it on the spot while you watch.

    A stream with a house on the far side, and three word cards: block, sprout and splash. Block lays stepping stones across. A stream with a house on the far side, and three word cards: block, sprout and splash. Block lays stepping stones across.
  4. Fighting with words as cards

    Out in the wild, not everything is friendly. A fight is played with your words as cards: you draw a hand and pick which ones your spirit casts. The crab on the west coast has tricks of its own, but you can see its next card coming.

    Some monsters are not as mean as they look.

    A card fight in the village: the hero faces a large crab across a green battle line, with a hand of word cards at the bottom and cards to buy along the top. A card fight in the village: the hero faces a large crab across a green battle line, with a hand of word cards at the bottom and cards to buy along the top.
  5. A home, and a world that remembers

    Whatever you gather, cook or win can go in your own house. In the shared world, what players make stays. The world is never wiped, and everyone can leave a mark that lasts.

    There is a party every month, and four festivals a year, one for each season.

    The same village in spring, summer, autumn and winter. The same village in spring, summer, autumn and winter.

If you played the original

If you remember your first steps out of Karmiel, Edgewood or Eyre, this part is for you.

TerraWorld Online started in 2002 and ran for more than a decade. It was a small game with a loyal community. Volunteers from that community kept an eye on the chat and helped new players find their feet, and some of them built new places with the editor.

You might remember:

The world is coming back, with the same maps, screen for screen, starting with Karmiel. The old graphics stay retired out of respect for the people who made them, so every tile is drawn new.

The new part is how you play: a spirit at your side, and words that change the world. Fishing, mining and cooking come back, with lots of skills to train and a home of your own.

Many of you were children back then, and some of you have children of your own now. So this time the game is made for playing together.

Share a memory

A screen of Karmiel, redrawn in new pixel art, with arrows to walk to the next. A screen of Karmiel, redrawn in new pixel art, with arrows to walk to the next.
Edgewood and Eyre are still to come.

For parents

Children who can read, teenagers and adults all play in the same world. So we keep to a few rules:

When

There is no release date yet. If you follow along, you hear first when there is something to play.

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