PRE-ALPHA MVP demo live · World simulation in build · Public playtest TBA
EtherFantasyClash Front · Ether Fantasy
Servers & travel

One world, real distances, real servers

There's exactly one world. It runs on regional servers for latency — your zone lives on the server nearest to it, and when your march crosses into another zone your presence hands off between shards. Nothing you own duplicates.

One world — not sharded realms

Clash Front is not "US server, EU server, Asia server, all with their own copy of the world." Every zone lives on exactly one regional server for latency locality, but there is only ONE game world. Your land, your Masters, your CT — none of it duplicates across regions. When you march from a zone hosted in Montreal into a zone hosted in Singapore, the sim hands your army off across the shards. Same world, closer server.

Launch: Montreal + Singapore. Two enabled continents. The rest visible on the map as "beyond the frontier" until their server tier lights up.

Travel — surface, sky, depth

The world has three tiers. Moving between them is the travel activity.

PathHowNotes
Surface ⇄ SurfaceOverworld march, parcel-by-parcelOwned foreign land is a blockade — cannot transit through
Surface ⇄ Sky (HS1)Airship from Porthaven / AeropolisHS1 is the gateway — branches to HS2 OR HS3
Sky (HS1) → HS2AirshipStorm Reach — perpetual overcast, lightning
Sky (HS1) → HS3AirshipBright Halls — the sanctum
HS2 ⇄ HS3SEVEREDWar of the Sky Throne — no direct route. Route via HS1.
Surface → UW1The Shaft (main descent)Shallow underworld — mist sea, monster ports
SEA / SKY-over-SEA → UW2KRAKEN DRAG (involuntary)Random chance — you're pulled in against your will. The Kraken decides.
UW1 → UW2The Diminishing Stair — Carnavale (Mythoria SW)Character scale drops here. The world reads bigger.
UW2 → UW3The Vault-GateLava Kraken hazard on the crossing itself. Character drops to 1/6 scale (kinematic ~1/2.5).

Travel cost — time, food, morale

  • Every march step costs real time (parcel travel time × terrain moveCost × weather modifier).
  • Every step burns march rations — food carried on the army.
  • Unsupplied stretches drain supply → morale bleed → desertion at low morale.
  • Airship travel costs CT + time. Trade lines and ports are strategic assets.

Cross-shard handoff — what "moving server" actually means

When your march crosses from a zone on server A into a zone on server B, the game hands your army off between the shards. The transition is invisible to you — same world, same session, just now running on the nearer server. Battles run on the zone's regional server (latency locality); your commands go where your fight is.

The Kraken

Sail long enough on the surface sea, or fly long enough over it, and the Kraken will drag you. Not "might" — will. It's not a random punishment; it's a route. Being kraken-dragged deposits you into UW2, ash-desert country. Your ship or airship is not lost; you are relocated. Then you have to make your way back.
The Vault-Gate has its own kraken — the Lava Kraken — a hazard on the UW2 → UW3 crossing itself. The gate's ambient molten glow is not decoration.