Features
Everything in Land of Senia
A full role-playing game, built in small pieces so it fits around your day.
Your hero
Four callings
Each calling fights its own way and learns its own skills as it grows, with new ones at levels 3, 6, 9, 15, 20 and 25. Some awards can only be earned by one calling, and some by playing all four.

Warden
Stands in front. Hard to put down. Guards friends and soaks up the worst of it.

Breaker
Hits the biggest thing in the fight. Slow to start, terrible to stand in front of.

Duelist
Quick and exact. Slips glancing blows and finishes what others start.

Shade
Trips, steals and is never quite where you look.
Keep up to four heroes. Awards, titles, your strongbox and your home belong to all of them.

Fights
Simple to learn, clever to win
Fights are turn-based, so you're never rushed. Roll, pick your move, and watch the dice. Hire friends from each calling to fight beside you, heal them, and get them back on their feet.
Big bosses warn you before they strike. Brace, and they're left off balance. Each great boss has a trick of its own to work out. Fall in a fight and you lose nothing but a little time.
Quests
Never lost, always something to do
More than seventy quests, from odd jobs on the notice board to a mystery that runs the length of the coast. Look for a gold ! over someone's head.
The Next line and its arrow always show the way to your next step. The Journey page shows how far you've come: story, lands, quests, creatures, people helped. Every land keeps a checklist of what's left to find.

Between the adventures
The good life on a strange coast
Cast a line
Rivers, lakes and the open sea, each with their own catch. Strike at the right moment. Some fish are rare enough to brag about.
Wood and herbs
Chop, pick and sell. Woodcutting, herbalism and fishing each level up on their own.
Make camp
Cook what you've caught. A good meal and a campfire put your whole party back together.
Cards by lamplight
The taverns each have their own room, keeper and look. Sit down for a hand of cards after dark, played for in-game coin only.
Waystones and a boat
Touch a waystone to ride to any town you've found. Light the signal fire and the ferryman's boat comes to take you to the islands.
A world that keeps time
Dawn, day, dusk and night, with music and creatures that change after dark.
Housing
A place of your own
Do well enough on the coast and you'll earn a home: one place shared by all your heroes, reached from any main town. Each hero gets a plot that shows off the bosses they've beaten.
Spend your coin on furnishings, from a pair of stools to a great fountain nobody needs. And adopt pets: seven of them, who wander about and answer to whatever name you give them.
What's inside is for you to see.


Awards and titles
110 awards to earn
Awards for exploring, questing, fishing, your home, your pets and much more, in tiers that come quickly at first and take real effort at the top. Earn titles and wear them. People greet you by the biggest thing you've beaten.
Hard to finish, never impossible, and the awards screen has music of its own.
Made comfortable
Built to be easy on you
Make the text and the interface bigger. Choose your own keys, or play with the mouse. Pick an easier setting or a slower pace. Turn hints on or off.
No flashing, no screen shake, no timers that punish you for stepping away. There's a full wiki inside the game (press B) and help on every screen (press H).
