A drawn preview

What playing here should feel like — drawn, not running

Everything on this page is a static picture assembled from real pieces. The world really did come out of the map generator that runs in development — seed freehold-one, 28 by 18, connectivity-checked — but the view shows only what the character can see: their vision radius, five squares in every direction, all of it fully displayed, with the character centred. That is the owner’s direction for how the client presents the world, recorded in the design repository; the radius number itself is still an open balance question. The art is the project’s own painted library. The character, the wolf and every number in the panels are invented sample data, baked into the page.

Still not a game. Nothing on this page is clickable into anything. The chips are not buttons, the queue is not a queue, and this site still cannot open a connection to a server, because there is no server. When the real client ships, it ships at this address — this page is what it is aimed at.

Freehold what Ash Vale can see · as of Tick 1,204
Freehold · Fantasy Tick 1,204 orders lock 11:59 UTC
1Moveeast~T1,205 2Movenorth-east~T1,206 3AttackForest Wolf~T1,207 4Use itemHealing Draught · on fail: pause~T1,208 +16 free
Character(20, 8)
Head and shoulders of a hooded human scout in a mossy green cloak over leather.
Ash Vale
Human · level 3 · the level is derived from Skills
Health64 / 100
Stamina38 / 50
STR12 DEX14 CON11 INT9 WIS10 CHA8

No Mana bar: this character cannot cast, and a bar for a resource you do not have is a promise the game does not intend to keep.

In sight
● Ash Vale (you)lv 3
● Forest Wolflv 3
● Bandit Scoutlv 2
● Field Ratlv 1
Terrain
Road

A maintained road. Passable. The label and the description are the served legend’s own words.

Region — Freeholdout of play
The whole 28 by 18 Freehold map drawn small: a thatch-roofed walled settlement at the centre with roads leaving in four directions, a reedy lake to the south-west, oak forest to the east, rock along every edge. A gold rectangle marks the eleven-square view shown above, with a green dot for the character.

The gold rectangle is the view above; the green dot is you. How much of a region map a player ever sees is an open design question; the play surface stays the vision radius.

Actionsas of Tick 1,204
Move Hold Attack Engage Collect Drop Equip Use item Train Rest Guard Revive

The twelve orders that exist in code. Collect is struck out because this square holds nothing; Revive because nobody is down. In the real client every one of these states is the server’s answer, never the interface’s guess.

Tick lognewest first
T1,204Moved east from (19, 8) to (20, 8).
T1,203Used the Healing Draught, restoring 20 health.
T1,202Raised a guard, worth 3 Defense until acting again.

Not the Shard — what the character can see: five squares in every direction, eleven by eleven, the character always dead centre, the whole view always on screen, and everything inside it fully shown. The ground is one continuous meadow — a single sheet baked from the lush and dry grasses and bare earth at full resolution, laid under the whole view — so there is no per-square stamping and no blur; paving, rock and water sit on it as the built and natural exceptions they are. The road and the wall are connectivity pieces chosen by where each continues, computed on the whole map so the road visibly carries on past the view. The hooded scout is you; the wolf and the rat are the real Greenhollow creature tokens — two of only nine assets in the 1,586-piece library that are bound to authoritative content. The gold wash is the gateway at your back.

What in this picture is real, and what is drawn

Real

The terrain. The map generator that runs in development produced this exact grid — walls with real gaps, roads that go somewhere, a lake you cannot walk across — and validated that every open square connects to every other. Every picture on it is the project’s own painted work: the tiles, the trees and shrubs, the props, and the tokens — the wolf and rat are the same art the Greenhollow creature templates bind to. The twelve order names, the queue’s tilde on its predicted Ticks, and the report lines are the real rules’ own wording: a Healing Draught genuinely restores 20 health in the code that exists today.

Drawn

The scene. Where the scout stands, what the wolf is doing, the bandit on the road and the dropped materials are sample data invented for this picture — and outside the two bound creature tokens, every placement is a visual candidate from the library, placed as decoration: art binds nothing, and the terrain underneath stays authoritative for every rule. No Shard runs anywhere, no Tick has ever resolved for a player, and this page cannot ask a server anything — its security policy forbids network connections outright, so the honest failure mode of a page like this pretending otherwise is that the browser refuses loudly.