PRE-ALPHA MVP demo live · World simulation in build · Public playtest TBA
EtherFantasyClash Front · Ether Fantasy
The world

One world, twelve continents, forever

The overworld is the actual hexagon-city land map — the same geometry, the same parcels, permanent. No procedural regeneration, no seasonal reset. There is one world, and everyone is in it.

The map is real land

Clash Front is played on the 292,766-parcel hexagon-city map — the same L2/L3 NFT land the marketplace sells. Every parcel is somebody's, or somebody's target. Geometry is fixed and permanent: what you buy is what you fight over.

  • L2 estates — larger holdings (~7+ parcels, up to ~200 for PALACE estates). Ethereum-tier.
  • L3 singles — single-parcel land (~14 acres each, ±161 world-unit battlefield frame). Polygon-tier.
  • Estates fight as boards — a LARGE/GIANT/EPIC estate is one battle across the entire estate map. Master-level POI parcels inside can open live 3D matches whose results feed back into the board fight.

The twelve continents

Each continent has its own culture, weather, wildlife, festivals, and combat flavor. Not skins — real gameplay differences. Zone keys match the code (data/zone-cultures.json, data/zone-registry.json).

ZoneNameTierSignature
HUBTianxiaSurface capitalAll roads lead here. Concentric ring-walls, gate-arches. The destination.
ENTMythoria (SW)Surface — carnival coastBoardwalks, lantern-piers, Maskfall festival. Home of the Diminishing Stair.
BUSAthlantiaSurface — commerceMediterranean harbours, trade lanes, port-city guilds.
EDUEducation continentSurface — starterThe Golden 9 tutorial parcels live here. Where new players learn.
HS1High Sky — Sky MeadowSky realmCalm heights, wind-dominant weather, airship gateways.
HS2High Sky — Storm ReachSky realmPerpetual overcast, lightning strikes, war-severed from HS3.
HS3High Sky — Bright HallsSky realmFair-weather high sanctum. War of the Sky Throne severed the HS2 link.
UW1Underworld — Mist SeaDepth 1The shallow sea. Fog is the default, monster ports, the boss-gates.
UW2Underworld — Ash DesertDepth 2Ashfall + ash-storms + heatwaves. First real diminution (character 1/1.5 scale).
UW3Underworld — Diminished RealmDepth 3The lightning-vaulted deep. Character 1/6 scale — the world reads six times bigger.
CGICGI ExperimentalSpecialExperimental zone. Reserved for future content.
KOLKOL Prestige IslandSpecialInfluencer-exclusive island; glamour, fame, fortune.

Deep lore for each zone (proverbs, clans, dishes, festivals, architecture) lives at etherfantasy.com/world.

Sky and depth

The world has three tiers: surface, sky, and underworld. Movement between them is a real thing that costs real time.

  • Surface ⇄ Sky — via airship at designated ports (Porthaven, Aeropolis). HS1 is the gateway; HS1 branches to HS2 OR HS3, but not HS2 ⇄ HS3 (the War of the Sky Throne severed that route).
  • Surface ⇄ UW1 — the Shaft, and Kraken drags (SEA and SKY-over-SEA both have a chance to drag you into UW2 involuntarily).
  • UW1 → UW2 — the Diminishing Stair at Carnavale (Mythoria SW). Character scale drops. The world reads bigger.
  • UW2 → UW3 — the Vault-Gate crossing. Lava Kraken hazard on the crossing itself; character drops to 1/6 scale (kinematic 1/2.5 — full 1/6 speed would be unplayable).
The Diminution. The deep diminishes CHARACTERS, not the world. Same ±161 battlefield frame — the difference is your character is smaller and the camera lower, so the world reads huge. UW3 is 1/6 on purpose (the number is 6). Combat stats and geometry are unchanged; perception is the whole point.

Movement rules

  • Marches move parcel-by-parcel across the real adjacency graph. Each step costs real time.
  • Owned foreign land is a blockade. You cannot walk through another governor's territory — you can attack it as a march destination, but never as a transit hop.
  • March STANCE: HOSTILE (default, "march to fight") or EVASIVE ("just passing through"). Two EVASIVE marches co-crossing unowned ground don't spawn a battle.
  • You may only carry as much food, gold, wood as your provisions bar holds. Long marches starve without a supply line. Starving armies desert.
  • Movement cost is modified by weather (rain +10%, snow +25%, storm +15%) and terrain (frozen +15%, road −N%).

The world remembers

Battles above a casualty threshold auto-name themselves after the parcel they happened on and archive to a public World Chronicle. Monuments appear on the site of great battles — graveyards seed Phantom pets over time. First deeds are inscribed at the location in the player's name: first through each gate, first through each port, first to slay a boss, first town-founder, first EPIC holder.

World Remembers spec is written; systems are next in the build queue.