Endless Worlds is open to everybody, and you are here at the start. Thank you. This page is the whole of the game as it opens: how to sign in, the rewards waiting for you, and then every place, class, trade and dungeon you can reach from your first day.
Signing in
- Sign in with Google, or with a username and a password. An account made with Google needs no password here.
- Link Google later from Settings if you already have an account, or give a Google account a password of its own.
Play it like an app
- Install the game from the game menu in Chrome or Edge, and it opens full screen from your desktop or your home screen.
- On an iPhone, tap Share in Safari, then Add to Home Screen.
Early Access Rewards
- Seven days of gifts for the first three months, one a day from the daily rewards window: gold and potions, and on the seventh day the Red Club Armchair from the Glamour Vault, to set down in your room.
- A welcome letter waits in your first character's mailbox, with gold and potions to start you on your way.
Looking after each other
- Ignore a player and their chat, invitations and letters stop reaching you. They are not told.
- Report a player from the same menu as their profile: harassment, cheating, an offensive name, scamming or spam. Somebody reads every report.
Everything below is in the game today.
Your character
- Build somebody. Choose a skin tone, a hair style and colour, the colours you wear and the trade you start in, and watch the figure change beside you as you pick.
- Climb to level 20, with points to spend on your stats and your skills at every level.
- A level for every trade. Each class keeps its own level and its own skills, so a warrior who takes up the bow for a week is exactly where they left off when they pick the greatsword back up.
- Three bags, and things take up room. A bow takes more cells than an apple, so how you pack matters.
- An action bar with three pages of ten, for your skills and anything else you want under a key.
- Level up and the street sees it, as a pillar of light goes up where you are standing.
Seven classes, thirty skills
Your class is the weapon you are holding. You start with the weapon of the class you chose, and picking up a different one makes you that class instead. Each armed class has five skills, learned at levels 1, 5, 10, 15 and 20.
- Rogue, with a dagger: Poison Stab, Shadowstep, Lethal Precision, Evasive Instinct and Eviscerate.
- Warrior, with a greatsword: Enrage, Bash, Slam Strike, Whirlwind and Greatsword Mastery.
- Ranger, with a bow: Arrow Barrage, Eagle Eye, Hunter's Mark, Rain of Thorns and Lava Arrow.
- Cleric, with a wand and a shield: Minor Heal, Heal, Divine Ward, Smite and Blessed Hands.
- Mage, with a staff: Teleport, Fireball, Magic Bolt, Frost Nova and Meditation.
- Knight, with a sword and a shield: Shield Throw, Shield Wall, Guard Break, Taunt and Shield Mastery.
- Commoner, which is what empty hands make you.
Combat
- The blow lands when the weapon comes round, so anything quick enough to step aside gets away with it.
- 13 conditions that skills put on you or your target: Poisoned, Stunned, Burning, Bleeding, Enraged, Warded, Shield Wall, Frozen, Staggered, Taunted, Exposed, Evasive Instinct and Marked. Each shows as a mark over the health bar.
- Stay out of a fight for a few seconds and health and mana climb back on their own, or drink a potion if you cannot wait.
- Dying costs you nothing you were carrying. You come apart into your own pixels and wake up in Central City with everything still on you.
- Rats, crows, slimes, bats, skeletons and a golem, from the level 1 rats in the sewer to the Crypt Warden at level 20. Some are Elite, and some have a character: Cheeky, Brutish, Armoured or Frail.
- Three strikes in a chain. Swords, greatswords and daggers run through three different swings when you keep attacking, and a bow is drawn and loosed.
Central City
- Central City is where everybody starts. A walled town on terraces above a harbour, with a cobbled square round a fountain and a crystal on top that lights it at night.
- A working dock. A broad stair runs down to the quay, where two ships are tied up. You can walk the pier and both decks.
- Doors that open. Walk into a door and it swings open; walk again and you are inside. Four lead somewhere today: the Central Tavern, the Central Bank, Central General Goods and the Central Armoury.
- A sewer under the square. Step onto an iron lid and you are below the town, where the first rats are.
- Crows are out by day, and the rats come out after dark.
Out of town
- North Central Forest, out of the north gate, under a wall of rock you climb by an earth stair. Green, blue and amber slimes, a pond with fish in it and Rennick the Woodcutter's hut.
- South Central Forest, down the south road, with steps cut into its cliffs and a gorge into the ring of stone where the Mossy Golem lives.
- The Copper Hollow, a mine through a timber door in the south forest's cliff. Three levels, a stream that falls through all of them, copper and iron in the walls and Cave Bats in the roof.
- Far North Central Forest, with a graveyard and the Graveyard Crypt under it, full of level 11 Skeletons.
- Ladders and handholds. Climb a ladder or a rock face to reach the level above.
- Swim. Wade into deep water and swim across it, a little slower than walking.
- Take a seat. Step onto a bench and your character sits down facing the way the bench does.
- A world map. Press M to see how the regions join up.
A room of your own
- Rent a room from the Room Master behind the bar in the Central Tavern, from level 15, in one of three sizes. Go home from anywhere in the city and leave back to where you were.
- Furnish it. Pick a piece from your Storeroom, turn it, and set it down on the floor or hang it on a wall. Move it or put it away whenever you like.
- Make it yours. Four floors and four walls to choose from, and your pets can live there and wander about.
- Have people round. Make the room public so anybody can visit from your profile, or keep it private and invite friends.
- A seat you carry. Put a portable seat in your chair slot and press Sit anywhere in the world to sit down on it.
Crafting
- Bring the materials, get the piece. Tobin the Carpenter in South Central Forest and the Crafthunter in the Central Tavern make furniture from what you gather and hunt.
- See what you are missing. Every material shows what you hold against what is needed, with a tick or a cross, and Craft lights up when you have it all.
- Finished furniture goes straight to your Storeroom, room or no room, and can be traded like anything else.
Weather, day and night
- A day about ninety minutes long. Morning light, gold evenings, then the street lamps come on.
- Weather decided place by place. Sunny spells, wind you can see moving through the grass, rain, and thunderstorms where the thunder arrives a moment after the flash.
- The weather is the same for everybody on a map: the player next to you sees the same rain you do.
Quests
- Crows in the Seed. Hester the seed merchant, by the fountain in Central City, has crows in her seed sacks again. Ask Warden Aleth about it, deal with them, and walk back for your pay in experience and coin.
- Rats Below the Square. Bosun Harl, at the foot of the front pier, wants six rats killed in the sewer.
- Slime Slayer. Guard Brenna pays for green slimes from level 3, blue from level 5 and amber from level 7, and she pays again every day.
- Bats in the Hollow. Foreman Hask, outside the Copper Hollow, pays for six Cave Bats a day from level 8.
- A trail of markers points across the ground to your next step. Would rather find it yourself? Switch it off.
- A journal of everything you have taken on, finished or walked away from.
Mining, woodcutting and fishing
Three trades you take up beside your class. Each has its own tool, its own level and its own passives. The trades page has the detail.
- Miner. Prospector Dunn, at the forge in the Central Armoury, hands you a pickaxe. Copper from level 1, iron from level 5, grave stone from level 9.
- Woodcutter. Rennick lends you an axe at his hut in North Central Forest. Pine, then oak, then deadwood.
- Fisher. A sailor on the waterfront gives you a rod and worms. A catch is a timed press: strike while the needle is in the zone. Perch, pike, mackerel and cave minnow.
- A Trades Guide in the game lists every resource and what it needs.

Mounts and pets
- The Grey Wolf. Reach level 20 and the Seasoned achievement gives you a wolf to ride across the town and the forests, half as fast again as walking.
- Pets are built. A Beagle and an Octopus that follow you and fetch your loot are in the game, and they are sold in the Glamour Vault. The pets page shows them.

Two dungeons
Warden Aleth, near the fountain, sends you in. When your party walks in, you get your own copy, so nothing has been killed before you arrive.
- The Flooded Cellar, from level 5, for one to three players. Two flooded vaults full of rats.
- The Ancient Crypt, from level 14, for up to five players. Three floors under the old chapel, and the Crypt Warden at the bottom of them.
Player events: portals that open on their own
Every so often a teal portal opens somewhere out in the world, and anybody close enough has a minute to step through. Finish what is inside and everybody who went is paid in full.
- The Lost Cache. A store-room nobody has opened in a long time, and one chest in it that still shuts.
- A Rift in the Ground. Something came through, and it is still in the room it came into. Clear it out.
- A Stranger at the Door. Somebody is waiting on the other side, and they have something to say to whoever comes through.
Loot and chests
- Monsters drop items and coins. Pick something up and it flies to your hand. Drop it and it stays on the ground for a while.
- Chests fill up again after a while.
- Open one in a party and everybody gets the lot. Every member takes the whole contents home.
- Some only appear once the room is clear. Finish the fight and see what turns up.
Upgrades and tiers
- Charge Dice. Roll one to push a weapon or a piece of armour up to +10. From +5 upward a failed roll can break it.
- Where the dice come from. Every portal clear pays one to everybody who took part, and the Ancient Crypt can drop them.
- A weapon at +4 or better glows, and everybody who sees you can tell.
- Elemental dice turn part of every blow your weapon lands into Fire, Water, Earth, Thunder, Air, Light or Dark, and each one shows on the blade in its own way: flames, running water, falling grit, sparks, a small whirlwind, rising light or smoke. The whole wheel is on the weapon elements page.
- Five tiers, T5 to T1. The same sword can turn up at five rungs of quality, and T1 is the one you want. Shops sell the ordinary one, and a plus is worth the same at every tier (see equipment tiers).
Gold, shops and the bank
- Quests, dungeons and portals pay in gold, and it adds up.
- Five shops. Alden the Trader sells apples, bread and health potions at Central General Goods. The Blacksmith sells the level 10 rookie armour at the Central Armoury: Leathers, Robes, Chainmail and Plate. Prospector Dunn, Rennick and the Sailor sell tools and bait for their trades.
- The Banker keeps what will not fit. Your first drawer in the Central Bank is free, and four more can be bought.
Trading and mail
- Trade face to face. Items and coin on the table, and both of you confirm. Change anything and both confirmations clear, so nobody can swap the goods at the last second.
- Post from the mailman. Mailman Mark takes a letter with items and gold attached, and it waits for your friend until they next sign in. Anything left unclaimed comes back to you.
Parties, guilds and fame
- Parties of up to twelve. Everybody's health sits over their head, and what you kill is shared out.
- Guilds of up to fifty. Found one at Guildmaster Gary, by the fountain, at level 20 for 25,000 gold: a name of three to five letters, one of eight crests, and a ladder of leader, officers and members.
- Fame. Once a day, give another player a thumbs up or a thumbs down.
- Channels. When the world gets busy it opens another copy of itself. You land on the channel your party or guild is on, and can switch from the game menu.
- Profiles. Right click somebody, or hold your thumb on them, to see their name, level, guild, title and how long they have been playing. What they are carrying stays their business.
Achievements, titles and nameplates
- Achievements for what you have done, from the first thing you kill to the bottom of the Crypt. The one for level 20 pays the Grey Wolf.
- Titles some of them pay, and the one you choose is on your profile.
- Nameplates, a frame for your name in the street and on your profile, for the achievements at the top of each ladder.
Chat and emotes
- Four ways to talk. The map you are standing on, the whole world, your party and your guild, all in one corner on tabs you can drag bigger.
- Speech bubbles over your head, for everybody nearby.
- Five emotes. Sit, Raise Hand, Point, Simple Dance and Wave. Everybody on the map sees the same pose, and taking a step stands you back up.

Daily rewards
- A box a day. Open your journal's Rewards tab and claim a box a day from whatever run of rewards is on, a week, a fortnight or a month long.
- Missing a day costs you nothing. The next box waits for you, and there is no streak to lose.
- Every box shows exactly what is in it before you open it: experience, gold, items or a mix.
Characters that come alive
- Everybody is drawn for this game: every player, every person in the street and every monster, and everything anybody wears or holds.
- Everybody breathes. Stand still and your chest rises and falls, never in step with the person beside you, so a crowd looks like a crowd.
- Out of breath. Throw half a dozen blows in a row and stop, and you stand there breathing hard for a few seconds.
- Every part moves on its own. Dances and waves move the head, the arm and the body separately, so a wave swings from the shoulder and a dance nods along.
- Arrivals and departures. Sign in and you assemble out of your own pixels; step through a door and you fade up on the other side; level up and a pillar of light goes up for the whole street.
Your account
- Sign up with a name, a password and an email address. The address is only ever used to get you back in.
- Forgot your password? Ask for a code by email and set a new one.
- Several characters to an account, each with its own look, levels and bags. Deleting one takes typing its name, so it never happens by accident.
- Your progress is kept as you play. Close the tab mid-street and you are standing there when you come back.
Leaderboards
- Total level, every class, fame and gold, so there is more than one way to the top.
- A board for last month only, which stays fixed once the month ends and is the one board a brand new player can place on.
Played on a phone
- Held sideways, with a stick under one thumb and an attack button under the other.
- The phone version is the full game, with the same world and the same characters.
- Add it to your home screen and it opens like an app, without the browser around it.
Tell us what you think
- Join the Discord from the link at the foot of this page, and tell us what you love, what is broken and what you want next.
