Overwalk Gate
Gatehold, the starter town: Clerk Bot, Tinker Pryn Hollis, the Skate Park, Quarrycamp and the Measure House. An elevator goes up to the Clockwork Commons.
Sheet 2 of 6: World
Eleven connected zones on one shared map, Z01 to Z11, every one with authored areas and gameplay in the current build. A full day lasts 24 minutes, and the lamps come on at dusk.

Gatehold, the starter town: Clerk Bot, Tinker Pryn Hollis, the Skate Park, Quarrycamp and the Measure House. An elevator goes up to the Clockwork Commons.
A canal market, Creekpost and Cinder Hollow. When the Ironroot Syndic cuts the pulpwood stand, the runoff ends up as sludge in the canal.
Stiltwake, a town on stilts, reached by ferry. Rhythmic lily pads, Bog Amber, and the four-bell Siltbell Sinkhole.
The Sporelight Gallery, its Grey Archives and the Glowgrove. An eight-stage story opens the route.

| Zone | Name | Known for |
|---|---|---|
| Z05 | Thawline Causeway | The Thermal Exchange and a snowball run |
| Z06 | Stormlit Ridge | The Coilworks and a skate-triggered ramp |
| Z07 | Glasscoil Dunes | The Mirror Maw and the Lantern Trace |
| Z08 | Ironroot Foundry-Wilds | The Kiln-Lung Complex |
| Z09 | Sapphire Undertunnel | The Resonant Stair |
| Z10 | Cinderwatch Spires | Spiresiege |
| Z11 | Frostvault Basin | The White Lock |
Each has a civic hub, an adventure area and an encounter. Building happens in a few permit-gated Frontier Build Districts.
All seven are built and playable. I'm still writing their full storylines.

The Lucky Lattice: card and chess tables, no slot machines.
Gate Zero: an experimental prologue in place of Gatehold.
The Sawtooth Divide: optional team PvP. See below.
Towns, chores and machines that won't hurt you. Grind rails and tricks like the Notarised Ollie. Earn Momentum Permits to build your own rails, once the Registrar stamps the blueprint.
Push a patch of ground to 100 friction and the city Force-Mends it. Your standing takes the hit.
Drills and dungeons, fought in real time. Target the ground, not a hitbox. How casting works.
Match sheet
One forest, two sides, fought on the same tile board as everything else. Switch sides whenever you like.
Wood burns, and water carries charge. You see where this goes.
