The Worlders
Player's Codex

The Worlders

Chop, fish, mine and trade on a small island. This is every system explained, with real screenshots from the game itself — nothing here is a mockup.

How to Play

What Worlders is

How to Play

The landing gate. The island behind the panel is the live game rendering, not a picture of it.

Worlders is a browser game about a small island and a slow afternoon. You chop trees, break ore, fish, and sell what you carry. There is no combat, no hunger bar, and no way to lose what you gathered.

The camera is fixed — a three-quarter view you cannot rotate or tilt, which is why W is always up-screen no matter which way your character faces. You walk at 5.5 tiles a second. It is desktop only; a phone gets a polite notice instead of the game.

There are three places to be, and you can reach any of them from any of the others.

Map Grid What is there How you get there
Arrival Island 120×120 Trees, a Trader, the village and the shore Where you start
The Mines 64×64 39 ore veins — the only ore in the game The cave mouth, or any rune
The Harbour 46×46 A second Trader, open sea, other players Any rune

Only the Mines has a door you can walk through, and it only works one way: in. Everything else is the fast-travel rune, a glowing pad each map carries.

You need a Worlder

How to Play

This comes second on purpose, because it is the first thing that can stop you.

A Worlder is a character NFT, and owning one is what the game checks. If your wallet holds none, the server refuses the join outright — “You need a Worlder to play.” — and you get a screen with exactly two exits: look around as a guest, or connect a different wallet.

Tip

What a guest can do is walk all three maps, use fast travel between them, and read world chat. What a guest cannot do is chop, mine, fish, open the Pouch, sell, or send a chat message. Nothing is saved. The wallet is your account; the Worlder is your body.

Sign-in is a message you sign, not a transaction: nothing leaves your wallet and no gas is spent. The session lasts 7 days, and your browser remembers the address, so coming back inside that week walks straight in. On day eight the landing says your sign-in expired and asks for the same wallet again.

Chop your first tree

How to Play

Press 2 for the Axe, walk within 2.8 tiles of a tree, and press SPACE. You do not have to keep pressing it — holding a target starts a work session that swings on its own until the tree comes down or you walk away.

One swing is 0.55 seconds and a tree is 55 swings, so about 30 seconds of standing your ground. It pays 25 coin and 2 wood.

The trees are not yours

Arrival’s 82 trees belong to the world, and everyone standing in it sees the same ones. A tree another player felled is a stump for you too. Two people can hold a claim on one tree at a time; a third is told someone else is on it.

Payment is the part that surprises people. Every swing you land is worth 1/55 of a tree, but coin only changes hands in whole trees’ worth — so if you split a tree evenly with someone, the moment it falls usually pays neither of you. Your half is not lost: it sits on your running tally and pays out as soon as your swings add up to a full tree, whichever tree that turns out to be.

Remember

A tree you half-chopped and wandered off from heals. With nobody working it, it recovers a full tree’s worth of damage every 45 seconds — so a tree left at 30 of 55 is whole again in about twenty. Finish what you start, or expect to start over.

Felled trees come back after a random 60–300 seconds, rolled per tree, so a cleared patch fills back in unevenly rather than all at once.

Game Guide

Arrival Island

The Three Maps

Where everyone starts. Two steps, not three tiers -- an outer violet ring and a raised inner podium, with the grey lip around them. Open the full frame for the whole HUD.

A 120×120 grid holding an island roughly 100 tiles across, of which about 6,300 cells are open ground — though only 5,874 of those can actually be walked to. The rest is cliff top the game lets you see and never climb.

Meadow in the middle, woods along the west and north-west, a village and a fenced farm to the east across the bridge, a pond in the south-west, and a beach cove on the south shore with a two-tile pier running out into open water.

You arrive standing on the Portal Dais: a violet platform of two steps — an outer ring and a raised inner podium — framed by a grey stone lip and ringed by six ice-capped rune posts. It is also the island’s fast-travel pad. Walk onto it and the FAST TRAVEL menu opens by itself; you press 1 or 2 to pick where you are going. Nothing to unlock, no cost, and a guest can use it exactly like anyone else.

Warning

Arrival has no ore at all. The only ore in the game is in The Mines, and there are two ways in: the glowing cave mouth on the island’s north-west shoulder, or the dais.

The Mines

The Three Maps

The entrance hall, looking east. Both crystal colours in one frame, and the tunnel to the grand cavern beyond. The minimap draws the cave the way it draws an island, so the chambers read as pale blobs joined by their tunnels.

A 64×64 grid with a cave cut into it: seven chambers joined by six tunnels, about 1,610 cells of walkable floor out of 4,225. Small next to Arrival, and deliberately so — everything in it is within a couple of minutes’ walk.

You come in at the entrance hall on the west side. A wide tunnel runs east to the grand cavern, the largest room by a good margin, and the rest branch off from there: a gallery north, a pocket east, a pocket south, and two smaller chambers out at the corners. The square blocks you walk around are roof supports — 3×3 columns on a regular lattice, placed the way an engineer would place them rather than scattered, and never in the entrance hall.

It is dark, but it is not lightless

Thirteen lights burn down here. Two lanterns at the mouth, four purple crystals set in the walls, the rune itself, and one for each of the six crystal veins. You also carry your own, which is why the floor stays visible wherever you stand.

What limits you is the fog: it starts closing at ten cells and is total by forty-six. You cannot see the far wall of the grand cavern from its entrance.

Tip

Crystal veins come in cyan and purple, and which one a vein gets is decided by a coin off the map’s seed rather than by chance at load. Every player sees the same vein the same colour, every time they come back.

Thirty-nine veins, and they get richer as you walk

The mine ships with 39 veins: fifteen copper, eleven gold, seven stone and six crystal. Each is a 2×2 footprint that up to six people can work at once, and a stripped one comes back sixty seconds later.

Richness is a gradient measured from the entrance, and nothing sits at the shallow end of it — the hall and both pads are kept clear of ore, so even the nearest vein is already a fifth of the way down the scale. In coin per mined unit that runs from about 25 near the entrance to about 32 at the far end.

Warning

That is an average, not a price tag. Depth improves the odds of the better kinds; it does not scale what a unit pays. Any single vein can still be plain stone, and in the mine as it ships the deepest vein of all happens to be copper. What the kind really changes is how long a unit takes to dig — see the swing for the per-vein numbers.

The way in is not the way out

Arrival’s cave mouth is a one-way door. There is no walk-through portal back on this side; the fast-travel rune at the entrance is the only exit, and it reaches Arrival Island and The Harbour both.

The rune opens on proximity and asks nothing of you — a guest can walk in and walk out exactly like anyone else.

Tip

Travelling always lands you on the destination’s rune, and arriving on one never opens its menu — otherwise every journey would end with the menu in your face. To use the pad you are standing on, step off it and step back.

The Harbour

The Three Maps

Both ways off the map, and the second Trader. The rune underfoot, the cyan door up-screen behind the market, and the Trader out front of the stall. The sea runs off every other side.

The Harbour is the one map you never have to explore. It is laid out to fit a single screen at the game’s fixed camera, so everything on it is visible from the moment you arrive — no corner of it is somewhere you have to go and find.

You arrive on the rune in the middle of the concourse, the wide flat level the whole map is organised around. It steps up behind you to a stone terrace that looks down over everything, and down in front of you to the shore — beach, water steps, and a sunken market court — with the shrine platform and the head of the grand stair off to either side.

Remember

The drop off the terrace is a real cliff, not a slope. You can step down two levels anywhere; the terrace face is four, so it refuses you. The grand stair at the western end is the only way down it. Every other edge on the map is a two-step and open from all sides.

A balustrade runs the terrace lip so it reads as a balcony rather than an empty upper field, with gaps left in it so it stays a rail and not a wall. Off the lip a narrow rill runs down and out into the sea, crossed by two bridges.

What is actually down there

The market end carries a stall, crates, a campfire and a signpost. A second Trader stands out front — the same panel, the same E — so a full pouch does not have to travel home. The concourse has a well and five benches under the terrace lip, the far end has a raised platform with a lantern at each side, and a jetty runs out over the water.

No trees, no ore, and that is the point

There is nothing to chop and nothing to mine here, by design. Tree and ore health is tracked on each player’s own machine, so two people working one node in a crowd is exactly where that would come apart. Fishing keeps no such state at all, which is why the sea is welcome on the one map built for a crowd.

Four ripples are marked, but they are signposting rather than rules: any open water is castable, and the sea runs along the front and both flanks.

Two ways off

A cyan walk-through door sits inland behind the market and drops you back on Arrival Island — placed so that leaving means crossing the crowd rather than slipping out beside where you landed. The purple fast-travel rune by the well does the same job with a menu, and reaches the Mines as well.

The swing: hold a tool, press SPACE

Gathering

The Mines, and the reason to walk further. Gold near the entrance, crystal glinting at the edge of the light.

The hotbar is fixed and cannot be rearranged: 1 Hoe, 2 Axe, 3 Pick, 4 Rod, 5 Pouch. SPACE uses whatever is in your hand. The Hoe does nothing yet — swinging it flashes “Farming — coming soon”.

Everything breakable is counted in swings, and you accrue per swing, not per break: each one banks a fraction of a reward, so leaving a vein half-stripped still pays you for every whole unit you finished.

Target Swings Solo time Whole node’s pot Shared with
Tree 55 30 s 25c + 2 wood up to 2 players
Stone vein 216 119 s 90c + 6 ore up to 6 players
Copper vein 270 149 s 132c + 6 ore up to 6 players
Gold vein 384 211 s 240c + 6 ore up to 6 players
Crystal vein 492 271 s 360c + 6 ore up to 6 players

That fourth column is the whole node — what you bank if you strip it by yourself. Your actual take is your share of the swings, so a stone vein worked by a full crew of six hands you one unit, 15 coin and 1 ore, not the whole 90. Sharing does not cut your earning rate, though: every swing pays the same whoever else is hitting the rock, it just strips the vein six times faster.

All four kinds pour into one generic ore stack — the HUD only ever says “ore”. What the kind changes is the vein: how much coin a unit pays, and how long that unit takes to dig.

Warning

Those times are honest-play times, not a speed limit. 0.55 seconds a swing is the client’s own animation. The only pace the server insists on is a floor of 295 milliseconds between accepted swings, shared across chopping and mining — deliberately loose enough that a Focus Brew’s 40% boost is never throttled.

Fishing is the odd one out: no shared node, and letting the bite window lapse is harmless — the line lands an ordinary fish on its own: 6 coin instead of 12, plus the fish itself, a separate item the Trader buys for 8 more. But you can fail it. Press SPACE during the wait, before anything bites, and the fish leaves with nothing; you idle about 1.4 seconds before the line recasts itself.

Tip

Ore gets richer the deeper you walk — but as odds, not as a price tag. Every vein rolls one of four kinds, and depth only improves the chances of the good ones. Averaged out, a vein near the entrance is worth about 25 coin a unit and one at the far end about 32. Any individual vein can still be plain stone; in the mine as it ships, the deepest vein of all happens to be copper.

The shelves are empty

The Economy

The Trader buys. The Trader does not sell.

There are 35 goods in the catalogue — six tools, three consumables, sixteen auras, eight colour swatches, two passive unlocks — and none of them are on the shelves right now. Pressing E opens a panel with two tabs instead of five: SELL, and STYLE for the four auras that levelling gives you. The tabs for tools, items and unlocks are not hidden by a setting; they simply do not render when there is nothing in them.

Warning

Anyone starting today is on tier-0 tools, with no bait, no Focus Brew and no Trader’s Favor — so every number elsewhere on this site is a tier-0 number, and coin has nowhere to go. Players who bought those things before the shelves were emptied still own them and they still work: tool tiers still multiply yields, and Trader’s Favor still pays its extra 10% on every sale.

Sell to the Trader Coin each Where it comes from
Wood 10 Trees on Arrival
Fish 8 Arrival and The Harbour
Ore 15 The Mines only

All four kinds of ore — stone, copper, gold and crystal — go into one generic ore stack that always sells for 15. What the kind changes is the vein: it sets both the coin a mined unit pays and how long that unit takes to dig out.

The catalogue

Reference & Live Data

Thirty-five goods exist in the game: six tools, three consumables, sixteen auras, eight colour swatches and two passive unlocks. This table is generated from the game’s own catalogue, so it is the list itself rather than a copy of it.

The last column is the one to read. “Not for sale” is three different facts wearing one label, and only one of them is permanent:

  • For sale — the Trader is offering it. Nothing is, right now; see the shelves are empty.
  • Level 5 · 10 · 15 · 20 — never merchandise at all. Four of the sixteen auras are handed to you for reaching a milestone level, and they are the only goods you can obtain today.
  • Not stocked — real merchandise the Trader has stopped carrying. Players who bought it before the shelves were emptied still own it, and it still works.

The tabs are the Trader’s own

TOOLS, ITEMS, STYLE and UNLOCKS are the panel’s own labels, and the panel shows a tab only while there is something in it — which is why pressing E today opens two tabs and not five.

SWATCH is the exception, and it is a quirk rather than a rule: the eight colour swatches carry that category in the catalogue, but the Trader panel has no tab for them at all. They are the one group of goods the shop could never show you even with the shelves full.

Tip

The strip above filters this one table rather than swapping between six of them, so everything stays on the page — a browser search finds all 35 goods whichever tab is lit. Left and right arrows move between tabs, exactly as they do in the Trader panel itself.

GoodWhat it doesPriceHow you get it
Iron Axe+30% wood · faster chop150cNot stocked
Rune Axe+70% wood400cNot stocked
Iron Pick+30% ore150cNot stocked
Rune Pick+70% ore400cNot stocked
Sturdy Rodquicker bites120cNot stocked
Rune Rodquicker bites · +50% fish350cNot stocked
Lucky Bait ×5missed bites become perfect20cNot stocked
Focus Brew90s · chop/mine 40% faster25cNot stocked
Growth Tonicretired — the land regrows on its own30cNot stocked
Violet Aurathe default pad glow—Not stocked
Cyan Aurarecolor your pad glow150cNot stocked
Gold Aurarecolor your pad glow150cNot stocked
Verdant Aurarecolor your pad glow200cNot stocked
Rose Aurarecolor your pad glow250cNot stocked
Eclipse Auralimited · admin event400cNot stocked
Aurora Auralimited · admin event500cNot stocked
Coral Aurapremium aura350cNot stocked
Frost Aurapremium aura400cNot stocked
Crimson Aurapremium aura450cNot stocked
Neon Aurapremium aura500cNot stocked
Obsidian Aurapremium aura600cNot stocked
Tide Auralevel 5 reward—Level 5
Ember Auralevel 10 reward—Level 10
Dusk Auralevel 15 reward—Level 15
Legend Auralevel 20 reward—Level 20
Rare Skinpremium skin tone250cNot stocked
Elite Skinpremium skin tone500cNot stocked
Rare Hairpremium hair color250cNot stocked
Elite Hairpremium hair color500cNot stocked
Rare Shirtpremium shirt color250cNot stocked
Elite Shirtpremium shirt color500cNot stocked
Rare Pantspremium pants color250cNot stocked
Elite Pantspremium pants color500cNot stocked
Trader's Favor+10% on all sells250cNot stocked
Deep Pocketsconsumables stack to 980cNot stocked