Gallery

Screenshots from the game

Every picture here was taken in the game during development, at 1280×720. Tap one to see it larger; use the arrows or swipe to move between them.

Sunset over the meadow
Sunset over the meadowA hero running through the wildflowers as the sun goes down in a blaze of orange behind the trees.
A hazy morning
A hazy morningThe meadows and their scattered trees from above in a golden morning haze, the sun low over the far treeline.
Riding by moonlight
Riding by moonlightA hero on horseback crossing the meadow under a full moon, a lone tree silvered by its light.
Mist in the Thornwood
Mist in the ThornwoodA hero on a path through the Thornwood in the morning mist, leaves drifting down and blue flowers in the grass.
The Hollow Crypt's gate at night
The Hollow Crypt's gate at nightThe Hollow Crypt's gate glowing at the top of a grassy rise on a starry night, a hero climbing toward it.
Fire at dusk
Fire at duskA patch of burning grass lighting up a hero's fight under a red evening sky.
A Thornwood Ogre at night
A Thornwood Ogre at nightA night fight with a Thornwood Ogre and its pack among the trees, a red ring on the ground and the damage rising off them.
Night on the meadow
Night on the meadowA hero on the open meadow under a starry sky, with figures coming out of the trees toward them.
Fire in the grass
Fire in the grassA hero crouched beside a patch of burning grass at night, with a dropped helm, the Iron Cap of Reach, lying named on the ground nearby.
Lights across the fields
Lights across the fieldsA hero standing in the night meadow, the lit windows of a town glowing on the far side of the fields.
Wolves at the crypt gate
Wolves at the crypt gateA hero standing over two fallen grey wolves in the long grass, the Hollow Crypt's gate glowing behind.
Lisswen Hollow by night
Lisswen Hollow by nightLisswen Hollow's square after dark, lanterns lit and leaves drifting down from the Thornwood, with Ithrael of the Quiet Leaves, Kael Swiftbough and Orisande at their posts.
Breath in the cold
Breath in the coldA hero on Highwatch's snowy square, breath steaming in the cold air against the stone of the keep.
A horse's breath
A horse's breathA hero riding across Highwatch, the horse's breath steaming from its nostrils.
Wind drifts at the Spindle's Foot
Wind drifts at the Spindle's FootThe snow round the Spindle's Foot lying in long drifts shaped by the wind, the line of light coming down into the spiral of carded snow.
Snow on the peaks
Snow on the peaksWind-drifted snow on a ridge in the Frostspire, with the Spire's glowing pillars and its line of light behind.
A vent in the ash lands
A vent in the ash landsA vent smoking in Cinderreach's lava fields, a ring of black basalt round its glowing throat, among cracks in the crust that run at their own heat, from cold black to orange.
A vent at night
A vent at nightThe same vent after dark, its smoke lit from below and leaning with the wind, the cracks round it glowing through the crust.
The crater's lava fields
The crater's lava fieldsThe Cinder Crater's fields, the cooled lava broken into plates with the old heat glowing in some cracks and gone cold in others, a vent smoking on the slope and the Spire on the skyline.
The Lattice Gate at night
The Lattice Gate at nightThe Lattice Gate under the moon, with the crust's cracks glowing on the ash before it.
Cracks before the Gate
Cracks before the GateCracks glowing at their own heat in the crust before the Lattice Gate, with dry grass on the ash and the silver Looking Arch beyond.
The meadow before the Gate
The meadow before the GateThe meadow where the Drawn's tracks come together before the Lattice Gate: where the grass grows, no lava glows through it.
The Spire on the skyline
The Spire on the skylineBrightmeadow under big heaps of cumulus, a field of ripe wheat and violet asters in the grass, with the ice spires of the Sundered Crown rising pale through the haze above the Frostspire Peaks, more than a kilometre off.
A meadow against the sun
A meadow against the sunA hero in the meadows looking toward a low sun: the grass glows gold-green at its tips where the light comes through, daisies, buttercups and violet asters stand in little groups, and the trees throw long shadows.
Morning in the meadows
Morning in the meadowsRolling meadow in the morning, its blades lit through, daisies scattered in the grass, trees standing in the haze and the peaks beyond.
The Spire of the Sundered Crown
The Spire of the Sundered CrownThe spires of ice behind the raid's gate in the Frostspire, the tallest 236 metres high, rising over the snowy peaks and firs with their cut faces lit from within.
The Spire by night
The Spire by nightThe spires glowing over a snowy town in the Frostspire at night, the crown of shards round the tallest standing out against the stars.
The Spire from Harrowford
The Spire from HarrowfordHarrowford's square at night, the Spire of the Sundered Crown glowing on the skyline far beyond the fields.
The title screen
The title screenHarrowford from above behind the title menu. The town is built a piece at a time behind the menu and fades in whole, and it is the world you step into when you press Play.
A yard in Lisswen Hollow
A yard in Lisswen HollowA house in Lisswen Hollow standing in its yard: a woodpile of split logs against the wall, a barrel, the wash pegged out on a line and a kitchen garden beside it, with leaves drifting down from the Thornwood.
A farmyard
A farmyardThe back plot of a farmhouse fenced with post and rail, its ground trodden bare, a cart standing in it and hens pecking about along the wall.
A plot at Millbrook
A plot at MillbrookA Millbrook farmhouse with its fenced plot and a cart behind it, between the meadow and a field of ripe wheat.
A plot at Gullhaven
A plot at GullhavenA house in Gullhaven with a fenced plot behind it, its gate open, the wash out on the line and hens about the barrels.
Hens
HensThree of the hens, buff, red-brown and black, stepping about and looking round.
A Millbrook farmhouse
A Millbrook farmhouseA farmhouse at Millbrook Farms with a woodpile under its eaves, a barrel at the corner, a washing line beside it and a kitchen garden of young greens along its wall.
A kitchen garden
A kitchen gardenA kitchen garden behind a house: rows of young greens in dug earth, edged with planks and stakes, and barrels against the walls.
Yards in Harrowford
Yards in HarrowfordYards on the edge of Harrowford: a kitchen garden and barrels behind one house, a crate, a woodpile and a chopping block beside the next, and the square beyond.
Harrowford's yards from above
Harrowford's yards from aboveHarrowford's houses round its square, each in a yard of trodden earth with kitchen gardens behind them and smoke rising from the chimneys.
Frostspire's rock
Frostspire's rockA Frostspire mountainside: grey granite banded across its steep faces and streaked down them by the weather, scanned crags standing out of it, and snow and firs on the gentler slopes.
Up into the peaks
Up into the peaksA road climbing between Frostspire's snowy slopes, grey rock showing through the snow and the far peaks beyond.
Light on the forest floor
Light on the forest floorThe Thornwood's floor: grass in patches where the light comes down through the canopy, bare leaf litter between, and ferns in big loose clumps.
Chimney smoke
Chimney smokeSmoke rising from Harrowford's chimneys in soft pale columns, lit through from behind by the sun.
Over the rooftops
Over the rooftopsHarrowford's square between two of its roofs, with smoke from a chimney drifting past.
Snowy firs from afar
Snowy firs from afarFirs below the snowfields seen from far off, as they look now: dark green with snow on their tops only, each as snowy as the ground it stands on.
The same firs before 1.3.0
The same firs before 1.3.0The same view before 1.3.0, when every snowy fir wore full snow even where it stood on green turf and read from afar as a white puff.
Millbrook Farms from the air
Millbrook Farms from the airMillbrook Farms among its fields of ripe wheat, young shoots and ploughed earth, with trees gathered in copses across the meadow between them.
Ripe wheat
Ripe wheatWaist-high wheat with nodding ears, planted in rows along the field's furrows, and a copse of meadow trees beyond.
Young shoots
Young shootsRows of young green shoots in a field outside the village.
A ploughed field
A ploughed fieldFresh-ploughed furrows at the edge of the meadow, with copses of trees beyond.
Harrowford's worn ground
Harrowford's worn groundBare earth along the walls, a trodden patch at each door and footpaths from the houses out to Harrowford's square.
The road into the village
The road into the villageWooden fences along the verges of the road into a village.
A signpost
A signpostA signpost by the road, with a fence along the verge behind it.
A milestone
A milestoneA milestone on the verge, between the fences along the road.
Highwatch in the snow
Highwatch in the snowHighwatch Keep in wind-drifted snow, with greyer patches where the wind has scoured it and the road turned to grey slush.
Harrowford from the hills
Harrowford from the hillsCloud shadows drift over Harrowford and the Vale road on a bright afternoon.
Harrowford from above
Harrowford from aboveThe village square, the roads out of town and cloud shadow crossing the fields.
The Saltreach headland
The Saltreach headlandDunes, sea cliffs and the open western sea along the Saltreach Coast.
Sea cliffs
Sea cliffsThe cliffs below the Greywatch headland.
Greywatch Light at night
Greywatch Light at nightThe lighthouse beam sweeps the water after dark.
A path through the Thornwood
A path through the ThornwoodScanned trees, ferns and fallen branches line the forest paths.
The Thornwood canopy
The Thornwood canopyThe forest seen from above, with distant trees drawn as impostors.
Emberwatch Camp
Emberwatch CampThe Emberwatch's palisade and pavilions in the ash of the Cinderreach.
Inside the Emberwatch palisade
Inside the Emberwatch palisadeCamp fires, pavilions and the camp's waypoint.
Highwatch in the snow
Highwatch in the snowHighwatch Keep's town among the photoscanned rocks of Frostspire.
Highwatch Keep
Highwatch KeepThe keep's towers and pennants under the Frostspire peaks.
The Glass Scar
The Glass ScarCrystals glow in the black glass where the Cinder Fall struck.
Wreck of the Merrow's Due
Wreck of the Merrow's DueA hidden place on the Saltreach shore.
The Lattice Gate
The Lattice GateThe endgame portal, kept by Gatewarden Ysolde.
The Hollow Crypt gate
The Hollow Crypt gateA stone arch with a shimmering portal marks each dungeon entrance.
Forgotten Hunter's Cache
Forgotten Hunter's CacheA hidden camp deep in the Thornwood.
Hunters in the silk
Hunters in the silkKael's missing hunters lie wrapped in silk by the Forgotten Hunter's Cache, deep in the Thornwood.
The Great Hourglass
The Great HourglassThe monument on Harrowford's square: a sandstone plinth, a brass frame on its pivot and a glass of gold sand that runs for two minutes before the frame swings over. Ysolde Marrowglass, the Horologist, stands beside it.
The Nine Sisters
The Nine SistersThe standing stones south of Harrowford.
The Warp Pillars
The Warp PillarsThe Warp Pillars in the Frostspire snowfield past Highwatch, with the warp running from each one up to a knot of light in the sky.
Medusae at the Greywatch Light
Medusae at the Greywatch LightTide medusae and an amber lantern medusa drift over the Greywatch headland, with Orla Penwarden, the keeper, by the tower.
The Light after dark
The Light after darkThe Greywatch beam sweeps the headland at night while the medusae glow on the grass, with the Undertow's sea gate to the left.
A fouled net
A fouled netOne of the four nets left on the shingle by the Light: tarred net with corks, a glass float, coiled rope and the warp's glowing threads caught through it.
The glass skiff
The glass skiffThe boat of sea glass drawn up on the Saltreach shore at night, its lantern lit, with Wenna's frame beside it and its ferry line running out over the water to where the weave ends.
The Spindle's Foot
The Spindle's FootThe line of light running down out of the Spire's broken crown into a glowing hole in the glacier, with a spiral of carded snow rolled round it and the Carders' Stair beyond.
The Spindle's Foot at night
The Spindle's Foot at nightThe same place after dark, the line of light bright against the snow and the Carded crawling down the slope toward it.
The Carders' Stair
The Carders' StairTwo slabs of the glacier leaning over a dark mouth on the terrace above the sea: the way down into the Frozen Spinnery.
A seam behind the Gate
A seam behind the GateWenna's thread runs through the Lattice Gate and on into the air behind it, where a seam of white-gold light has opened: the way into the far side. The Looking Arch stands silver beyond.
The Silver Track
The Silver TrackSilver footprints in a line across the snow at the top of the pass, where the Forty walked west out of Frostmere, with a silvered wolf on the ridge above.
A heddle on the Forty's warp
A heddle on the Forty's warpThe Looking Arch, the Lattice Gate's arch built again in silver stone, with the warp strung from it toward the Gate and a silver heddle standing on the threads. Wenna's frame stands by the arch, and silvered wolves and watchmen wait on the ash beside it.
The loom between the gates
The loom between the gatesThe Lattice Gate seen from beside the Looking Arch: the Forty's silver warp runs between the two across the ash, its heddles standing on it, with Ysolde, Petra and Commander Vey waiting at the Gate.
The loom at night
The loom at nightThe same loom after dark, its silver threads catching the glow of the cracks in the ash.
A reflection on Frostmere's shore
A reflection on Frostmere's shoreA reflection in the mere's silver runs down the snow at a hero standing in the shallows of Frostmere, the drowned glass boat afloat behind with its thread running down into the still water, Wenna's frame on the shore and her shrine across the mere.
The drowned boat
The drowned boatThe drowned glass boat afloat in Frostmere's shallows while a hero fights on the shore, and more of the mere's silver figures come down the snowy slope past Wenna's frame.
Frostmere at evening
Frostmere at eveningA hero in the shallows breaks a reflection at sunset, the mere gone gold under the evening sky and more silver figures coming down the slope behind.
The vigil at the Nine Sisters
The vigil at the Nine SistersThe lantern burns on the altar stone under a column of light while the Hollow come for it. The vigil lasts three waves.
Wave one of three
Wave one of threeThe vigil after dark, with the Hollow closing on the stones from every side.
A Frostspire snowfield
A Frostspire snowfieldOpen snow above the treeline, with cliff outcrops and a Silversteel vein.
The Old Watchtower
The Old WatchtowerA ruined tower on the hills of Brightmeadow.
Brightmeadow on a cloudy day
Brightmeadow on a cloudy dayRolling hills and orchards of the Vale.
Harrowford square
Harrowford squareMarket stalls, the chapel tower and banners in the wind.
Harrowford and its windmill
Harrowford and its windmillChimney smoke rises over the village.
Gullhaven
GullhavenThe harbour town of the Tidewardens, with gulls on the roofs.
A guild hall on the square
A guild hall on the squareGuild halls fly their guild's pennants.
Harrowford at dusk
Harrowford at duskThe blue hour over the square, with lamps and windows lit.
Harrowford at night
Harrowford at nightWindows light up after dusk.
Shutters at dusk
Shutters at duskShutters close and lamps come on as night falls.
The Lamplit Hare at night
The Lamplit Hare at nightLight from an open inn door spills onto the wet street.
Brannoc's Forge at dusk
Brannoc's Forge at duskThe forge glows inside the smithy.
The golden hour
The golden hourA low evening sun over the lake, with the sky, the water and the reeds lit from one model of the air.
A sunset, before and after
A sunset, before and afterThe same sunset in 0.77.0 (left) and 0.78.0 (right): the sky and the world now share their light.
Mist at dawn
Mist at dawnAt dawn mist lies in the hollows and over still water, and burns off by mid-morning (High and Ultra).
Sunbeams in the forest
Sunbeams in the forestA low sun cuts beams through the haze under the trees.
Shafts of light at dawn
Shafts of light at dawnLight streams past the trees and over the water as the sun comes up.
Twilight
TwilightAfter the sun has gone, a pink band lingers where it set under a deepening blue sky.
A moonlit lake
A moonlit lakeNights are blue and dark, but still clear enough to find your way.
A foggy day
A foggy dayIn fog the far shore and the trees fade into grey.
A storm over Harrowford
A storm over HarrowfordWind drives rain and leaves across the square.
Rain at night
Rain at nightPuddles reflect lit windows; rain drips from the eaves.
Night rain in the square
Night rain in the squareThe cobbles darken and shine as they soak.
Lightning
LightningStorms bring lightning that strikes the ground.
A tree struck by lightning
A tree struck by lightningLightning can set a tree alight.
Snow settling on Highwatch
Snow settling on HighwatchSnow builds up on roofs and streets during snowfall.
Footprints in snow
Footprints in snowSteps leave prints in snow, mud and wet sand.
Puddles on the road
Puddles on the roadRain gathers in hollows, and puddles ripple underfoot.
Wet in the rain
Wet in the rainCharacters and clothing darken and shine in the rain.
Gulls on the beach
Gulls on the beachGulls stand on the shore and take off when someone comes close.
Fighting at dusk
Fighting at duskA fight in the meadow as the sun goes down.
Moonlit Thornwood
Moonlit ThornwoodNights are dark but readable: moonlight picks out the paths, trees and falling leaves.
Rain over Brightmeadow
Rain over BrightmeadowA shower crosses the meadow under a grey sky.
Gyda Thrum, the King's Spinster
Gyda Thrum, the King's SpinsterThe King's Spinster at the foot of the spindle in her indigo robe, a living woman above the waist and old clear ice below it, with her wheel and her maids' baskets round her and the crown's lilac glass breaking through the floor.
The foot of the spindle
The foot of the spindleThe Spinster's hall under the glacier: the spindle coming down out of the ice onto its stone, her great wheel beside it, baskets of carded frost round it and lamps burning lilac-white on the combed floor.
Walls of glacier ice
Walls of glacier iceThe Frozen Spinnery's walls of old blue glacier ice in strata warped by its flow, with hanks of the Spinster's thread on pegs and the crown's lilac glass breaking through.
The First Gatewarden
The First GatewardenAubrel Corrow at his loom on the far side, grey-bearded in tarnished plate, woven from the feet to the waist and still a man above it, with the far side's windows round the walls and a runner laid down the hall.
Windows on the far side
Windows on the far sideArched frames in the far side's walls of warm stone, each looking out on a place that cannot be, among them a sea hung over a sea.
Islands in the air
Islands in the airA window on the far side looking out on islands hanging in a pale sky, beside a sconce burning the far side's gold.
Tebasli at her loom
Tebasli at her loomTebasli, the Looking-Glass, in her hall in the Looking Side: the Forty pulled back together into one, the joins between her pieces shining gold, before her loom on its dais, with arched mirrors round the walls, silver poured on the floor and a runner laid down the hall.
The Back of the Loom
The Back of the LoomIlsabet's set piece in the Underweave: an old loom frame strung with threads drawn up through the mere, a ring of light turning before it, over a dark pool of the mere's water and a worn runner, under rimed walls hung with icicles.
The Sounding Pool
The Sounding PoolThe Shuttle's room in the Underweave: Wenna's sounding lines come down through the roof into a dark pool ringed with stones and crystals of the mere's glass, and a bobbin of thread turns over the water.
The Ravel
The RavelThe knot as big as a room, wound of plied rope with frayed, glowing ends, risen over the Hem Stake in the Selvage's last hall.
Hesper, the Last Ferrywoman
Hesper, the Last FerrywomanAn empty hooded cloak of old thread with two cold glints in the hood and a frayed hem trailing glowing threads, her ferry pole in hand, before her moored glass skiff.
The Hem Stake
The Hem StakeThe Ravel's set piece: a leaning, iron-banded stake on its dais, three looped cords round it, loose warp drawn in from all round the hall and rings of thread turning above.
Hesper's skiff
Hesper's skiffHesper's set piece: a glass skiff moored to its post by a cord, a ferry pole across its thwarts and a lantern at the bow, with loose warp hanging down the walls behind.
The woven floor
The woven floorThe Selvage's floor is woven of great cords passing over and under each other, worn and dusty like any dungeon floor, under sandstone walls hung with loose warp.
The Hollow Crypt's boss hall
The Hollow Crypt's boss hallWarden Ossric's hall before he wakes: a worn red runner leads to his coffin between two braziers, low mist lies over the floor, and urns and bones stand along the walls.
A crypt corner, dressed
A crypt corner, dressedA corner of the Hollow Crypt as it is now: dirt and damp along the walls' feet, stains on the stone, candles burning in their own wax, fallen stones, and a cool mist over the floor.
The same corner, bare
The same corner, bareThe same corner of the same layout without its dressing, as the dungeons looked before 1.0.0: clean flagstones and clean walls.
A corner of the Hollow Crypt
A corner of the Hollow CryptA cobweb across the corner's top, candles in their wax lighting the wall beside them, fallen stones along the walls' feet and dirt where the floor meets the stone.
A corner of the Drowned Basilica
A corner of the Drowned BasilicaStained glass over a damp floor: standing water in dark pools, moss in the joints, shells and kelp along the walls and urns heaped in the corner.
The Loom's boss hall
The Loom's boss hallA worn purple runner leads to the Weavers' Great Loom under moth-eaten tapestries, with cocoons fallen across it and fallen stones along the walls.
The foot of a crypt wall
The foot of a crypt wallClose to a crypt wall: a band of dirt along its foot with a dark seam where the floor runs under it, candles in their wax, and bones and a skull further along.
The Moth-Eaten Loom
The Moth-Eaten LoomThe dungeon's gate in the Thornwood beneath the Heartroot, with a Mothling on the wing nearby.
The Light's lost lantern
The Light's lost lanternIn the Undertow the Greywatch Light's lost lantern stands on a rock ledge, Old Hallam's set piece: a ten-sided iron gallery with a copper dome and its Fresnel lens turning inside, with glowing tide pools on the shingle below.
The Tideloom's pool
The Tideloom's poolThe Undertow's deepest chamber: a glowing pool in a ring of barnacled rock, with kelp standing in the water and a spout of warp threads turning above it.
Vessrin, the Glass Brood-Queen
Vessrin, the Glass Brood-QueenVessrin before her web in the Hall of the Warp: a great glass web across a ring of crystal spurs, with icicles along the walls and warp threads strung down them.
The Loomwright
The LoomwrightThe glass giant at its loom in the Hall of the Warp: plates of ice-clear glass over a cold core, with its frame of threads behind it.
Halls of the Loom
Halls of the LoomStone halls hung with moth-eaten tapestries, silk on the floors and a Silkbound Spinner on the walk above.
Aldreth Silkhand, the Unspinner
Aldreth Silkhand, the UnspinnerWenna's elder sister wakes in a ring of light at her distaff: “Wenna sent you? Then she still counts. Let me show you what I count.”
The Unspinner's silk
The Unspinner's silkAldreth in a robe of undyed silk under a silk veil and coif with a bronze circlet, her great spindle in hand.
The Weavers' Great Loom
The Weavers' Great LoomThe Pale Moth's set piece: a moth-eaten cloth on the beams, broken warp threads and cocoons hanging from the head beam.
The Pale Moth
The Pale MothThe Pale Moth wakes at the Weavers' Great Loom, four times the size of its brood.
The sand runs
The sand runsThe Hollow Crypt at tier 7 with four companions. The tracker under the minimap shows the clock against the par of 7:00 with its +1, +2 and +3 marks, the week's omens, the enemy forces and the two bosses.
The Horologist's panel
The Horologist's panelYour sigil with its monster level, strength and the times to beat; this week's omens and next week's; your best runs, the Hourglass rating and each dungeon's board; and the Horologist's Coffer.
The nine omens
The nine omensEach omen's painted emblem, from Hardened's skull and Lordly's crown to Grievous's bloodied blade and Haunted's spectre.
The Vault of the Last Lantern
The Vault of the Last LanternThe Lantern Order's door at the bottom of the Glass Scar, among the glowing cracks of the Cinderreach.
Ser Caddoc's hearse
Ser Caddoc's hearseA rack of candles over a bier in the Wick-Knight's hall: he has lit a wick on it for each of the Lantern Order's dead.
Ser Caddoc, the Wick-Knight
Ser Caddoc, the Wick-KnightIn blackened plate trimmed in gold, a great helm crowned with candles, before his hearse in the Vault.
The Last Lantern
The Last LanternThe Lantern on its dais at the heart of the Vault, its flame burning gold between two braziers.
Ilgrim, the Last Lamplighter
Ilgrim, the Last LamplighterA lamplighter's long coat and wide hat, a yoke of lanterns over his shoulders and his pole in hand, before the Last Lantern.
The Wick-Knight's helm
The Wick-Knight's helmA great helm trimmed in gold and crowned with candles.
Ilgrim
IlgrimWhite hair under a wide-brimmed hat, with the lanterns of his yoke on either side.
The Spire's bosses, and Warden Ossric
The Spire's bosses, and Warden OssricThe Sundered King and his broken crown, Choir-Mother Vesh and her halo of flame, and Warden Ossric with his lantern.
The Sundered King
The Sundered KingOne of the Hollow in the tarnished plate of his reign under a crimson cloak, his crown broken in two, before his throne at the top of the Spire.
Choir-Mother Vesh
Choir-Mother VeshAsh-pale in a choir robe sewn with smouldering thread under a halo of flame, before her burning organ.
The Rime Colossus
The Rime ColossusRam-horned, with shards of ice along its back, the Colossus guards the Spire's stair from its frozen altar.
Warden Ossric
Warden OssricIn rusted plate, with the lantern he calls the dead with, before his coffin in the Hollow Crypt.
Seven bosses, each dressed for who they are
Seven bosses, each dressed for who they areSexton Mordaunt, Old Gnarltooth, Captain Vane, Slagmaster Krag, the Twin Sirens and Archdeacon Thessaly side by side.
Sexton Mordaunt
Sexton MordauntThe Gravedigger in his slouch hat, eyes glowing lantern-gold, his grave spade in hand before the open grave.
Old Gnarltooth
Old GnarltoothGrey at the muzzle, with the broken shafts of old hunters' arrows still in his back, before his den in the Rootdeep Warrens.
Captain Halloran Vane
Captain Halloran VaneIn the tricorn and rusted cuirass he drowned in, with barnacles on his shoulders and a cutlass in hand, before the wreck of the Morning Gull.
Slagmaster Krag
Slagmaster KragBrass goggles pushed up over a red beard and a long forge hammer in hand, by his crucible in the Cinder Forge.
The Twin Sirens
The Twin SirensYsolde of the Undertow and Maren of the Shallows in robes of the abyss and the shallows, fins over their ears, before their thrones in the Drowned Basilica.
Archdeacon Thessaly
Archdeacon ThessalyA spectre in a gold-banded mitre, his crozier in hand, at the font in the Drowned Basilica.
Sexton Mordaunt's grave
Sexton Mordaunt's graveIn the Hollow Crypt an open grave waits by its heap of dug earth, with leaning headstones and a lantern on a crooked post.
Old Gnarltooth's den
Old Gnarltooth's denA great hollow trunk fallen across a cavern of Rootdeep Warrens, with dead leaves and bones spilling from its mouth.
The Morning Gull
The Morning GullThe broken bow of Captain Vane's ship lies heeled over on the shingle of the Drowned Grotto, her lantern still hanging from the bowsprit.
Slagmaster Krag's crucible
Slagmaster Krag's crucibleIn the Cinder Forge a crucible hung in chains from a stone gantry pours molten iron into a mould.
The earlier Encounter Journal
The earlier Encounter JournalThe journal as it was before 0.96.0, with the dungeons listed before the raids, each with its layout, its story, both encounters by role and the loot they drop.
Marks in the Drowned Basilica
Marks in the Drowned BasilicaA spiked rose round a hero who must run out, a ring and a shaft of light for the raid to gather on, and the boss frame with its berserk timer and the ward left to break.
The Encounter Journal
The Encounter JournalThe journal open at the Hall of the Warp, its frame, rows, pills and headings cut from the painted design of the screen: the places under their gold emblems with the picked one glowing, Vessrin in cut crystal on a polished stage, the hall's card, and her page with its abilities, role pills and Damage and Heal tags.
A boss's page
A boss's pageVessrin's page: her name in gold over 'Encounter 1 of 2', where she waits, her story, and each ability as a row with its icon, a pill for who it is for (Everyone, Heal or Defender), what to do and a Damage or Heal tag.
The preview and the place's card
The preview and the place's cardVessrin cut from crystal, her legs long prisms, on a polished stone stage over her reflection under a shaft of rainbow-edged light, inside the painted gold arch, over the Hall of the Warp's card with pills for its level, party size and layout, and its story.
The journal's list
The journal's listThe dungeons, raids and world bosses under their gold emblems, each row with a picture of the place; the picked row glows in a gold frame, its encounters are listed beneath, and a citadel stands in the mist at the foot.
The Encounter Journal in 0.98.0
The Encounter Journal in 0.98.0The journal as it was in 0.98.0, open at the Hall of the Warp: every place with its own picture, Vessrin turning in a crystal hall over the hall's card, and her abilities with painted icons and role pills.
Gorrath's anchor
Gorrath's anchorA rusted anchor driven into the floor of the nave, with a harbour lantern hanging from it, where the Brine Warden waits.
The Sirens' thrones
The Sirens' thronesTwo shell thrones round a glowing pool, under lancet windows of stained glass.
Thessaly's font
Thessaly's fontThe choir's handbells hang round the font where the Archdeacon sings.
Morrowmaw's altar
Morrowmaw's altarAn altar under a giant open shell, with the Lure turning above it, lit by sea-green witchfire.
Torchlight in the Hollow Crypt
Torchlight in the Hollow CryptThe nearest torches cast real shadows; haze hangs in the air.
The Hollow Crypt
The Hollow CryptA stone dungeon kit built from scanned materials.
The Cinder Forge
The Cinder ForgeHeat haze and drifting embers in the forge halls.
Spire of the Sundered Crown
Spire of the Sundered CrownThe raid's halls, lit in violet.
Trial of the Lattice
Trial of the LatticeCrystals grow from the floor of the Trial.
Ossric wakes
Ossric wakesThe boss room's set piece: the coffin lid slides off as Ossric rises.
The Forge Tyrant's anvil
The Forge Tyrant's anvilThe forge vents steam and sparks as its boss wakes.
Choir-Mother Vesh's organ
Choir-Mother Vesh's organVesh's burning organ in the Spire of the Sundered Crown.
The Rime Colossus's altar
The Rime Colossus's altarIce and frost light for the Spire's first guardian.
Fighting Warden Ossric
Fighting Warden OssricBosses telegraph their big attacks on the floor.
The Forge Tyrant
The Forge TyrantThe boss of the Cinder Forge in his hall.
Six boss rooms
Six boss roomsEach boss room has its own set piece.
Frost from a Crown Carder
Frost from a Crown CarderA Crown Carder struck, shedding frost and a puff of powder snow where a living body would bleed.
The Rolag
The RolagAll the snow between the Spire and the sea carded into one fleece the size of a barn, combed so fine it shines, crawling round the carding hall under the ice.
The Treadle
The TreadlePatience, Aubrel Corrow's old draught horse, woven whole in the far side's thread, harnessed to her gin in the middle of the far side, the ring she has trodden worn into the floor round it.
The woven
The wovenA Gone-Through Warden and a Gone-Through Threader, the first watch woven all through in the far side's thread, a Drawn Cloak walking on its own hem and a Loose End.
The Looking Hart
The Looking HartThe first shape the Forty took on the pass, a great elk silver to the hooves under antlers of the mere's clear glass, keeping its road in the Looking Side among the hall's arched mirrors.
Hesper from four sides
Hesper from four sidesThe Last Ferrywoman from four sides: a hooded cloak of old thread over nothing, a frayed hem and cape of glowing threads, a ferry pole and a lantern of her own light.
The Shuttle
The ShuttleThe greatest of Frostmere's glasspike: a pike of clear cold glass with the warp's light in it, a duckbill jaw of needle teeth, membrane fins and tail, and a bronze cap on its snout.
The Meadow Boar
The Meadow BoarThe rebuilt boar up close: a flat disc of a snout, curved tusks, small dark eyes, tall ears and a mane of bristles standing along its neck.
The Meadow Boar from the side
The Meadow Boar from the sideThe rebuilt boar in its dark coat, with the mane of bristles along its back and thin legs under a heavy body.
The tree folk
The tree folkA tree-folk standing on roots that spread over its feet, with a girdle of roots round its waist and more hanging at its sides.
A tree-folk struck
A tree-folk struckA tree-folk struck side on, at moments after the blow: amber sap and chips of bark fly from its far side and splash the ground.
The Tideloom
The TideloomThe great medusa from four sides: a bell of clear jelly notched into lappets, canals carrying the warp's light, ruffled oral arms and a curtain of tentacles. The medusae are modelled, rigged and animated in Blender; each carries its own light.
The Bloom Mother
The Bloom MotherThe Bloom Mother from four sides: the tide medusa two and a half times the size, in a look of its own, with a rose bell, gold gonads and a brighter, wider light.
The lantern medusa
The lantern medusaThe amber lantern medusa from four sides, lighting the ground beneath it. It stings from range with bolts of light.
The glass spiders
The glass spidersA glass spider from four sides: eight four-jointed legs, palps, fangs, eight eyes and shards on the abdomen. The spiders are modelled, rigged and animated in Blender and drawn with a glass shader of their own: facets that flash, the world behind seen through and bent, and veins of the warp's light.
Vorgrath, the Cinder Colossus
Vorgrath, the Cinder ColossusVorgrath awake in the Cinder Crater: plates cut from scanned boulders over a core of molten rock, among the black crags of the rim, with melt glowing in the cracks of the floor.
Old Carapace, the Wreck-Bearer
Old Carapace, the Wreck-BearerOld Carapace on the Broken Shoals, the stern castle of the Merrow's Due on its back for a shell.
Elderhorn, the Moss Stag
Elderhorn, the Moss StagElderhorn in the Antlered Glade, its antlers grown into a crown of mossy branches, with the glade's standing stones in the mist behind.
The Pale Moth's brood
The Pale Moth's broodFurred bodies, broad forewings and tailed hindwings patterned with veins, scalloped lines and eyespots, and feathered antennae. The moths are modelled, rigged and animated in Blender.
Calathrax, Elder Wyrm
Calathrax, Elder WyrmThe world boss who circles the Shattered Ring.
Calathrax over Frostmere
Calathrax over FrostmereFire breath over the frozen lake.
Wyrm's breath
Wyrm's breathCalathrax in flight.
The Void Angler
The Void AnglerA deep-sea anglerfish boss: "Closer... come into the light."
The Void Angler's maw
The Void Angler's mawIts lure glows above rows of teeth.
The Crystal Maw
The Crystal MawAn expedition boss of living crystal.
Magma Ooze
Magma OozeOozes in the Cinderreach leave molten trails.
Thornback Stalker
Thornback StalkerWolves of the Thornwood hunt in packs.
Ember Hound
Ember HoundFire-wreathed hounds of the Wastes.
Thornwood Ogre
Thornwood OgreA brute of the deep forest, slamming the ground.
Peak Harriers
Peak HarriersBirds of prey dive from the Frostspire skies.
Reef Snapper
Reef SnapperCrabs nest on the Saltreach beaches.
The beasts of Aldervast
The beasts of AldervastWolves, foxes, hounds and bears.
Creatures
CreaturesOgres, imps, tree-folk and stranger things.
Creature bosses
Creature bossesBosses of the dungeons and the endgame.
The Hollow
The HollowThe undead and the spectres that serve the Choir.
Warcries
WarcriesBattle Roar and Rallying Cry in the rain.
Hexes, summons and auras
Hexes, summons and aurasCurses, minions and auras each have their own effect.
Traps going off
Traps going offA Stalker's traps in the meadow at night.
Movement skills
Movement skillsLattice Step, Shadow Step and a leap slam.
Blows that land
Blows that landA hero fighting a Meadow Boar outside Harrowford: the boar knocked back by the blow, with blood splashed on the grass under it.
A wolf struck
A wolf struckA wolf struck side on, at moments after the blow: it flashes and is knocked back, blood flies from its far side and splashes the ground.
A crab struck
A crab struckA crab struck side on: pale ichor and chips of shell fly from its far side.
A golem struck
A golem struckA golem struck side on: stone chips and grit fly from its far side.
A magma ooze struck
A magma ooze struckA magma ooze struck side on: glowing drops and embers fly from its far side.
Spells in the world
Spells in the worldEffects cast on the grass of the Thornwood at night: a rune circle and shockwave rings on the ground, chaos and fire bursting inside a violet ring, frost and lightning sparks.
Fire, chaos, frost and lightning
Fire, chaos, frost and lightningAn impact of each element: a fireball with glowing cracks across the ground, chaos in a violet cloud, frost in shards and haze, lightning in forked branches.
A blast cooling into smoke
A blast cooling into smokeThe same impacts a moment later: the fireball cools into smoke lit by the flames inside it, the chaos cloud darkens and the frost settles into haze.
Shockwave rings
Shockwave ringsTorn-edged shockwave rings of fire, chaos, frost and lightning spreading over the ground.
A slam and a swing
A slam and a swingA slam's shockwave rings over the cracks it leaves, and the streaked swoosh of a weapon's swing.
Burning ground
Burning groundFlames standing on burning ground, and a pyre wave's burst cracking the floor with heat.
Spell effects
Spell effectsSignature effects for each skill.
Creating a hero
Creating a heroChoose a class, an ancestry, a body and colours, in the same carved style as the rest of the interface.
The six classes
The six classesEach class starts with its own weapon and armour.
The interface
The interfaceThe Encounter Journal open at the Hall of the Warp over the meadow, with the whole HUD round it, all cut from the painted design of the screen: the globes in their silver claws, the flasks, the nine-slot skill bar with its crystal wings, the minimap's ring over the painted world map, and the quest tracker's emblems.
The globes and the skill bar
The globes and the skill barLife and mana globes in their silver claws with blades of blue cut glass, red, blue and violet flasks in the phial slots with their charges and the quick-drink keys under them, and the nine-slot skill bar with its crystal wings over the experience rail and the plate for your level.
High-contrast markers
High-contrast markersHarrowford's square with High-contrast markers on: the quest marks, nameplates and the minimap's pins drawn larger with a solid black edge.
Colour-blind mode
Colour-blind modeHarrowford's square with Colour-blind mode set for deuteranopia, which corrects the whole picture, world and interface alike.
The largest interface scale
The largest interface scaleThe guide, globes and skill bar at an interface scale of 1.5, with the phials, bar and level plate drawn smaller to fit between the globes.
How to play at 1.5
How to play at 1.5How to play at the largest interface scale, open in front of the globes.
The passive tree at 1.5
The passive tree at 1.5The passive tree at the largest interface scale, drawn smaller so the whole window fits the screen.
A window in the journal's frame
A window in the journal's frameThe Settings window open at Graphics by a river, in the frame cut from the Encounter Journal: the frame rate limit on Auto, in step with the screen, and the game set to slow down in the background. Every window wears the same crystal rim, crest and name plate, scaled to its size.
Skill and ability icons
Skill and ability iconsThe 49 player skill icons and, under them, the 22 ability icons of the Encounter Journal, each a small 3D scene lit and rendered for it in a palette of its own.
The minimap and quest tracker
The minimap and quest trackerThe minimap's ring with its glints, gem and crystal round the painted map of the overworld, the zone's plate and round glass buttons beside it, over the quest tracker with its gold emblems.
The interface in 0.98.0
The interface in 0.98.0As it was in 0.98.0: the Encounter Journal open on Vessrin over the meadow, with the globes in silver rings and ice blades, the skill bar between ice-blade wings with its keys on pills, the phials' charges, the quest tracker and the ringed minimap.
The globes and the skill bar in 0.98.0
The globes and the skill bar in 0.98.0As they were in 0.98.0: life and mana globes in slim silver rings with ice blades, the phials with their charges, and the skill bar between ice-blade wings, each key on a pill under its slot.
The HUD in 0.96.0
The HUD in 0.96.0Buff and ailment tiles, a rare's life bar with its affixes on a line of their own, and the quest tracker under the ringed minimap, as they were in 0.96.0.
Windows and tooltips in 0.96.0
Windows and tooltips in 0.96.0Frosted navy glass in silver frames, item tooltips with a header band in the rarity's colour, cards for a skill, a keystone and a quest, and the four button states, as they were in 0.96.0.
The guide's first quest
The guide's first questThe new-player guide in Harrowford: its card at the top left with the step's key caps, and the gold arrow over Elder Maren Tolliver, who has a quest to give.
The guide's fighting step
The guide's fighting stepThe arrow over the nearest enemy while the guide explains fighting, the main attack's slot lit on the action bar.
How to play
How to playHow to play (F1): the game explained topic by topic in your own key bindings, with Replay the guide at the foot of the list.
A tip
A tipA one-time tip, shown the first time a dungeon turns up.
Standing on a hillside
Standing on a hillsideA hero standing on a grassy hillside below the houses, both feet planted on the slope among the grass and asters.
Feet on the slope
Feet on the slopeHeroes standing up a slope: the hips sink to the lower foot, the knees bend to reach the ground and each foot tips to lie along it.
Feet finding the ground
Feet finding the groundFour pairs of feet on a slope, each foot reaching its own ground and tipped to lie along it.
Half-way through a blink
Half-way through a blinkAn eye half-way through a blink, the lid drawn down in the figure's own skin with a dark lash line along it.
A glance to the side
A glance to the sideEyes glance about every second or two, and often come back to straight ahead.
Hair at a run
Hair at a runTwo heroes at a run, their long hair trailing out behind them.
Long hair on a man
Long hair on a manA man's long hair sitting on his head, fitted to his crown.
Running with the shield up
Running with the shield upA hero runs across Harrowford's square with sword in hand and shield held up on the left arm, leaning into the stride.
Weapons in hand at a run
Weapons in hand at a runSix heroes at a run, each holding a weapon as it goes: a sword with the shield up, a crossbow levelled in both hands, and two-handed weapons and a staff carried across the body.
Attacking on the run
Attacking on the runThe same six attacking mid-stride: the swing plays on the upper body while the legs keep running.
Flinching from a blow
Flinching from a blowEach hero caught by a blow, chest and head knocked away from where it came, over whatever the body was doing.
Skin, hair and eyes
Skin, hair and eyesA hero's face up close: light carried under the skin, hair shining in bands along its strands, dark brows and eyes that catch the light.
Crossing the square
Crossing the squareA hero runs past Ysolde Marrowglass, the Horologist, on Harrowford's square. Townsfolk and guards turn their heads to a hero passing close by.
Helms and robes
Helms and robesArmour changes with each item you wear.
Tabards
TabardsTabards carry faction or guild heraldry.
Cloaks
CloaksCloaks swing as heroes run and turn.
Belts and armour
Belts and armourBelts, pouches and armour sets.
The Wardrobe
The WardrobeRestyle worn gear as any look you have collected.
Restyled at the Outfitter
Restyled at the OutfitterOutfitters in Harrowford and Gullhaven.
Item icons
Item iconsEvery icon is rendered from the item's own 3D model: armour as worn, weapons, rings, glyphs, shards, ores and phials.
The painted passive web
The painted passive webEvery node of the passive web carries a painted emblem: each class's start its crest, each notable and keystone its own. The path being planned glows blue, and the node's card shows its painting.
Planning from the Ravager's start
Planning from the Ravager's startTaken nodes show in full colour; the rest wait greyed until they are in reach. Executioner's Weight, the Greatweapon Discipline notable, carries its axe.
Swarmcaller
SwarmcallerA keystone and its card: a heap of skulls for two more minions, at the cost of some of their damage.
The fourteen keystones
The fourteen keystonesEach keystone's emblem, from the Glass Lantern's lit lantern to Lattice Resonance's star of light.
The forty-nine notables
The forty-nine notablesEvery notable has an emblem of its own, rendered in enamel, gilt, steel, bone, glass and glowing stone.
An item's card
An item's cardA sword's tooltip at a merchant's, with the comparison and the sale price at its foot.
Talking to Tobin Greaves
Talking to Tobin GreavesTobin Greaves's talk window, sized to what it holds, with the new-player guide's card standing beside it and the Saltreach Derby's board under the minimap.
Unsocket all
Unsocket allRight-clicking a sword with two glyphs in it, in the bags: Equip, or Unsocket all to take both out.
A glyph without its weapon
A glyph without its weaponArrow Squall socketed with no crossbow in hand: dimmed on the bar, and marked in red in the Skills window with what it needs.
Test commands in chat
Test commands in chatTyping /dbg in chat in Single Player: the list of test commands in the chat box, and the notice for /dbg gold 5000.
Tooltips side by side
Tooltips side by sideA rare cuirass, a unique helm with its lore, a ring, two swords and a Crown Shard. Linked sockets are joined by a bar, and a sword's added fire reads as one line.
Bags and tooltips
Bags and tooltipsThe character sheet and the bags in carved frames, with a tooltip tinted toward the item's rarity.
Riding
RidingHorses from the stablemaster, with walk, canter and gallop.
A chestnut horse
A chestnut horseRiding across Brightmeadow.
At a canter
At a canterRiding a chestnut horse through the meadows outside Harrowford, its legs in stride.
Wila's wagon sets out
Wila's wagon sets outWila's wagon pulling out of Harrowford onto the Merchant's Road, with a hero running alongside.
Wila's wagon at dusk
Wila's wagon at duskEscort the merchant's wagon along the road to Millbrook.
On the Merchant's Road
On the Merchant's RoadThe wagon follows the road behind its horse.
Cooking the catch
Cooking the catchA camp fire on the shore at night.
Fishing the Saltreach
Fishing the SaltreachCast into the sea, a lake or a river.
A bite
A biteWatch for the float and reel in.
Mining Silversteel
Mining SilversteelOre veins in the Frostspire snow.
An Embersteel vein at night
An Embersteel vein at nightGlowing seams in the Cinderreach.
Picking Duskcap
Picking DuskcapKneeling to gather mushrooms in the Thornwood, with the cast bar below.
Skinning a Meadow Boar
Skinning a Meadow BoarA beast lies where it fell for a while; kneel with a Skinning Knife for its leather.
Smelting at the anvil
Smelting at the anvilEvery smithy has a forged-iron anvil outside, where ore is smelted into bars.
The recipes window
The recipes windowSmelting and smithing recipes, with what each one needs and the skill it asks for.
An Embersteel Pick
An Embersteel PickSmith-forged picks mine quicker; the Embersteel Pick still glows from the forge.
Cutting Saltbloom with a sickle
Cutting Saltbloom with a sickleA sickle is never needed for herbs, but it is quicker and often gives one more.
Find Herbs and Find Minerals
Find Herbs and Find MineralsThe minimap shows herbs or veins out to 240 metres, with arrows on the rim to the nearest.
A tool's tooltip
A tool's tooltipTools in the bags say how much quicker they are and how often they give one more.
One green from blade to turf
One green from blade to turfThe grass and the ground share one set of greens, so the meadow runs on into the distance with no line where the blades end.
A drift of ox-eye daisies
A drift of ox-eye daisiesWildflowers grow in drifts of one kind: buttercups, ox-eye daisies, cornflowers, vetch, clover and poppies.
Buttercups
ButtercupsA drift of buttercups across a slope of deep grass.
Cattails by the water
Cattails by the waterReeds and cattails stand along lakes and rivers, from the shallows to just above the waterline.
Wading through the reeds
Wading through the reedsReeds stand in the shallows and bend aside as you wade through them.
Through the long grass
Through the long grassGrass and flowers bend aside round you, your horse and the creatures nearby as you pass.
Wenna's Weave tab
Wenna's Weave tabThe crafting panel's Weave tab at Wenna's frame: the weavings that fit a body armour, with their cost in Warp Thread, and the woven property shown on the item's tooltip.
The carved interface
The carved interfaceThe carved iron windows of 0.76.0 to 0.95.0, before the glass ones: title plates, item tooltips, cards for a skill, a keystone and a quest, and the four button states.
The carved frames up close
The carved frames up closeThe carved iron frames that came before the glass ones were drawn at twice their size, so the iron, studs and gilt stayed crisp when scaled up.
A quest from Elder Maren
A quest from Elder MarenIn the talk window a quest is a card: its name on a plate, the tale, the objective and the rewards.
Grass on the rise
Grass on the riseGrass dries toward straw over the ridges and stays green in the dips.
Grass by the water
Grass by the waterAlong a lake shore the grass grows deep and green.
Open country
Open countryScattered trees over the meadow, seen from above.
Snow at Highwatch
Snow at HighwatchSmooth snow below the town, and firs that keep their dark boughs under it.
Ash slopes
Ash slopesDead trees and boulders on the Cinderreach slopes, with lava veins glowing in the ash.
Surf on the Saltreach
Surf on the SaltreachLines of surf roll in over the shallows and break white on the beach.
Mirrorpool's shallows
Mirrorpool's shallowsClear water over the lake bed, with light netting across it, deepening to blue.
The Silverrun
The SilverrunThe river runs low in its bed between curving banks.
A river from above
A river from aboveThe water's edge wanders in and out along the bank.
The Thornwood floor
The Thornwood floorMoss, bare earth and ferns under the canopy.
A Loose Thread pulled
A Loose Thread pulledThe thread running out across a hall of the Ashen Nave from its frayed end, with the Loose Thread bar at the top right: the time left, the thread's light and a knot for each of the four tied in it.
A loose end
A loose endA Loose Thread before it is pulled: a frayed end of glowing three-strand rope standing up out of the floor, with motes of light lifting off it.
A knot held
A knot heldThe thread laid along the passages to a knot, and the woven things stitched out of it to hold it while a hero cuts them down.
The Snarl rises
The Snarl risesEvery knot cut and the end free: the Snarl, a great knot of dark gold rope, rises from the last knot over what the end gave up.
Drawn tight
Drawn tightOut of time with one knot of four cut: the thread draws tight and is gone, taking the uncut knots with it.
A knot from four sides
A knot from four sidesA knot in a Loose Thread: an overhand knot of three-strand rope with a soft orb of light in its heart.
High water
High waterA Tide Bell rung in the Ashen Nave at tier 8: the sea knee deep through the hall, a sea chest surfacing by the tomb, the bell on its frame beyond, and the tide's bar at the top right with 33 seconds of high water left.
The Bloom Mother rises
The Bloom Mother risesThe Bloom Mother risen at the bell at high water, lighting the flooded hall rose and gold while a hero wades out to meet her.
Fighting in the tide
Fighting in the tideA pack of the Hollow met knee deep in the flood, fire bursting over the water and every step splashing.
A Tide Bell
A Tide BellA Tide Bell from four sides: a ship's bell gone green under the sea, hung from a driftwood frame lashed with rope over a cairn of tide-worn rocks, with sea glass glowing among the stones. The last view is from below, the bell's mouth lit.
A sea chest
A sea chestA sea chest from four sides, surfaced in the tide: iron-bound and dark from the sea, crusted with barnacles and wound with kelp, the sea glass's light at the seam of the lid.
A Warp Tear
A Warp TearA tear open in the Ashen Nave at tier 8: its ring spread over the floor, glass spiders coming through round the rent, and the tear's bar at the top right with sixteen seconds left, 31 unpicked and the Knot-Keeper through.
The tear's ring
The tear's ringThe ring of the warp across the room, with the Knot-Keeper coming through the rent in a burst of glass.
The Bone Regent's ward
The Bone Regent's wardWarded until his honour guard falls; red rings mark where bone spikes will rise.
The Frozen Reliquary
The Frozen ReliquarySnow drifts over the arena where the Rime Colossus waits.
The Unweaver's beam
The Unweaver's beamA cone's warning is drawn where it will hit.
The Saltglass Overseer
The Saltglass OverseerHe brings the roof down; each ring is a falling boulder.
Glasswind Caverns
Glasswind CavernsThe Crystal Maw in its cave, with crystals glowing out of the walls.
Burning ground
Burning groundScorched earth split by cracks of fire, laid by a waystone modifier.
Chilled ground
Chilled groundRime grown in crystal facets under a low mist.
Shocked ground
Shocked groundArcs of blue lightning jump across the floor.
Desecrated ground
Desecrated groundThe ground swirls violet-black.
Six expedition layouts
Six expedition layoutsEach expedition is built in a shape of its own, seen here from above.
The meadow by Mirrorpool
The meadow by MirrorpoolMeadow grass in tapering blades, some yellowed or sun-dried, with seed stalks standing in it.
Lava in the Cinderreach
Lava in the CinderreachDark ash cracked into crust, with lava glowing in the cracks.
Skills and the passive web
Skills and the passive webPainted skill icons on the action bar and in the skills panel, beside the passive web as it looked before its nodes were painted in 0.81.0.
The Saltreach Derby
The Saltreach DerbyRival anglers on the shore and the live board under the minimap.
A weigh-in
A weigh-inEvery fish is weighed as it lands; a derby catch goes straight on the board.
The final board
The final boardBanners call the end, and the places are given out.
A Lantern Lure
A Lantern LureBait and lures go on the line for ten or fifteen minutes.
Picking Saltbloom
Picking SaltbloomHerbs grow in the biomes that suit them.
The Shattered Hall
The Shattered HallFive a side, three hearthstones.
Taking a hearthstone
Taking a hearthstoneThe Lantern Compact takes the Bell Hearth.
The Sunken Reliquary
The Sunken ReliquaryCarrying the other side's relic home.
Companions
CompanionsCompanions fill empty places in a dungeon group.
Your group is ready
Your group is readyThe dungeon queue forms a group by role.
The group finder
The group finderList a group or find one.
A duel
A duelChallenge another player to a duel.
The guild vault
The guild vaultGuilds share a vault with tabs and permissions.
At a merchant's
At a merchant'sWila Thistledown's wares beside your bags. The window shows your own gold, and a tooltip says what the merchant will pay for the piece.
The post
The postSend letters, items and gold to other players.
The Battlemaster
The BattlemasterIselle Crane sends fighters to the battlegrounds.
Honour wares
Honour waresBattle-forged gear bought with honour.
Warden Ossric for one
Warden Ossric for oneWarden Ossric wakes in the Hollow Crypt for a hero who came alone: a lone hero takes half of his shared Lantern's Call, and half his thralls rise.
The Bramble Queen
The Bramble QueenThe Bramble Queen in the heart of the Rootdeep Warrens, with a brambleling and Rootbound Shades at her side.
A pack in the Warrens
A pack in the WarrensA pack of the Rootdeep Warrens: the dungeons made for one hold a single, smaller pack to a room.
Chat over the globe
Chat over the globeThe chat box drawn over the life globe's crystal, so the start of the line you type is never hidden.
Where to go on the world map
Where to go on the world mapThe world map round Harrowford with five quests followed: gold rings for their places, diamonds for single spots and the crypt's door, and the givers' "!" wherever they stand.
The tracker says where and how far
The tracker says where and how farThe quest tracker names each goal's place and how far it is, and the minimap shades the place you stand in, with an arrow on its rim for each goal beyond it.
The journal says where
The journal says whereThe quest journal gives each open goal's place and distance, once for goals in the same place.
A blow on Warden Ossric
A blow on Warden OssricA blow lands on Warden Ossric in the Hollow Crypt as his Lantern's Call rings out.
The Lych Field
The Lych FieldThe Lych Field, the Cloth Guild's walled burial ground on the Saltreach downs, Agnes's chalk lines across its graves and the Winding House beyond.
The lych gate
The lych gateThe roofed lych gate of the Lych Field, with its bell, where the sexton keeps the way in.
Chalk across the graves
Chalk across the gravesInside the Lych Field: Agnes's chalk and staked tapes across the graves, the wrong measure's cutting stone, and a Layer-out by the ruined chapel.
The Lych Field from above
The Lych Field from aboveThe Lych Field from above: rows of grassed grave mounds, the guild's tombs, the ruined chapel and the sexton's hut.
The Winding House
The Winding HouseThe Winding House on the Saltreach downs: flint and chalk under a slate roof, its bell-cote, the door open on the dark.
The Lay Figure
The Lay FigureThe Lay Figure, the guild's great jointed mannequin, before the dais of the Fitting Room.
Agnes Ellery, the Measurer
Agnes Ellery, the MeasurerAgnes Ellery before her cutting table in the Sewing Loft of the Winding House, the great winding-sheet on its frame behind her.
Agnes, a Layer-out and a Pinner
Agnes, a Layer-out and a PinnerAgnes Ellery with her yardwand and chalked apron, a Layer-out and a Pinner in mourning black and white linen.
A Tape and a Fitted Form
A Tape and a Fitted FormA Tape risen from its coil like an adder, and a Fitted Form on its pole, half pinned into a winding-sheet.
The Lay Figure and Agnes
The Lay Figure and AgnesThe Lay Figure, four metres of jointed lime-wood, beside Agnes Ellery.
A hero alone on the Tenter Ground
A hero alone on the Tenter GroundA lone hero holds off a Finisher Cropper and a Tenterer among the frames of the Tenter Ground: since 1.14.39 a hero alone can take on the late chapters' packs at their own level.
The Tenter Ground
The Tenter GroundThe Cloth Guild's old Tenter Ground in the far south of Brightmeadow: thirty-one frames of old oak, the cloth cut off them and lying sodden in the grass, two of the Finishers by the frames.
Down a row of frames
Down a row of framesDown a row of the Tenter Ground before the chapter's choice: the cut cloth heaped at the frames' feet, the Lattice's list still glowing faintly on the hooks.
The cloth mended
The cloth mendedThe Tenter Ground after the shears are snapped: the guild's broadcloth mended and back on its hooks in madder, woad, weld and green, Hob's lean-to behind.
The cloth folded
The cloth foldedThe Tenter Ground after the shears are hung on Wenna's belt: the cloth taken down and folded in bolts on trestles by the empty frames.
The Cutting House
The Cutting HouseThe Cloth Guild's half-fallen finishing house against the evening sun, the way down to its cellar glowing under the timbers.
The Great Shears
The Great ShearsThe Great Shears, the guild's cropping shears walking by themselves, waking in the Cropping Shop of the Cutting House.
Maud Kerf, the Cutter-off
Maud Kerf, the Cutter-offMaud Kerf in the Folding Room of the Cutting House, her table under the folded broadcloth behind her.
Maud Kerf and a Tenterer
Maud Kerf and a TentererMaud Kerf in the Cloth Guild's umber, and a Finisher Tenterer with her hooked pole.
The Finishers
The FinishersThe Finishers: a Cropper with his hand shears and a Tenterer with her hooked pole.
A Snips and a Snippet
A Snips and a SnippetA Snips, a finisher's hand shears a metre tall walking on the points of its blades, and a Snippet.
The Great Shears, close
The Great Shears, closeSprung bow shears 2.7 m tall, the steel spring bending as they open.
In motion

Short clips

Recorded at low frame rates on a development machine, so motion is slower and choppier than in play.

Cloud shadows sweeping over Harrowford
Wind gusts rolling through the meadow grass
Banners in a gale
Gulls taking off from the shore
Rain dripping from the eaves