World guide
The world of VEYRA
VEYRA is a browser exploration game set in a world that was never finished rendering. It runs in a tab, needs no download, and can be walked into without an account. Everything below is measured out of the code that builds the world, not written about it.
A draft, left running
The premise is not that this world is ancient. It is that it is UNFINISHED — a first pass that was started, abandoned and never switched off. The Fragments scattered through it are notes from whoever was building it, and they read like notes: “The first pass rendered water before it rendered land. That is why the sea remembers more.” “Four of the eight were meant to be found. The other four were an accident.” “Every relic sits at a place AND at a moment. Miss either and it was never there.”
20 of those texts exist, and they contradict one another on purpose. Eight relics. Sealed before launch. Verify us.
How big it is
The world measures 5190 m east to west and 3980 m north to south — about 20.7 square kilometres of map, land and water together. Sea level is the datum, the water meets the land at about x 873, and you wake on the beach at x 762, z 0, 5.2 m above the sea with the ocean to the east.
North and south the world does not end so much as wrap: the Veil stands at 1978 m out from the centre on both rims, and 5 folds in it join one rim to the other. Walking the long way between them is 3955 m.
What is in it
12 villages, 7 corridor forests, 2 fungus rings, 5 ascent towers, one palace and one arrival plaza — 28 named places carrying coordinates on the map. 5 folds in the Veil join the north rim to the south, and 9 bands of ground carry all of it.
None of them was placed by eye. Each search kept only ground that was flat enough, dry enough, far enough from everything already standing and inside the right band, and the tests re-run those measurements against the live tables rather than trusting the numbers written down when the search was made.
What it is built from
406 catalogue models, every one of them CC0-1.0, of which 262 distinct models are actually placed in the world. By kind: animal 30, fence 28, furniture 52, gate 19, prop farm 43, prop house 47, prop market 36, rock 32, statue 37, vegetation 82.
Nothing that holds you up comes from a downloaded file. Every collider in every village, grove, tower and palace is procedural, and each model has a plain stone understudy drawn at its exact size — so a file that fails to load costs detail and never leaves a hole. The characters are built the same way, from primitives at run time, with the animation done as trigonometry over a phase accumulator rather than from rigs and clips.
The audio is synthesised in the browser. No sound file is downloaded, ever.
The four Drifters
Vess, 1.74 m · Deep Listener — extended audio range · Korr, 1.88 m · Ironlung — longer submerged endurance · Nyx, 1.66 m · Nightsight — clearer vision in darkness · Thal, 1.81 m · Updraft — improved glide efficiency.
The four differ in silhouette before they differ in anything else: build, coat length, hood, pack and glide membrane are all chosen so you can tell who is coming across a field.
How to see it
It runs in a browser tab. There is nothing to download and no account is needed to walk around. The free tier gives every account 6 minutes of world time a day, permanently, refreshed at midnight UTC. The interface speaks 18 languages.
The Grand Convergence event opens on 1 January 2027. Qualifying for it takes 500 verified active hours in the world and all 5 Mastery Seals — quest, summit, seeker, angler and duelist — and verified means measured by the server, not claimed by the client.
What is not being offered
The relic season has not opened, and nothing on this page or any other offers a prize of any kind. Three approvals are still outstanding — a published legal opinion, a funded escrow account and a payment provider sign-off — and until all three are published no page here may state a figure, a currency or an inducement of any sort. The world below is playable today regardless; that is the part that is real.
The relic positions were sealed by a published cryptographic commitment before the season opened, and the commitments are on the proof page for anyone to check. That is a statement about placement, not about anything being awarded for finding one.
Where you wake
The arrival plaza, and the first minutes of the world.
The villages
Inhabited settlements, each with a gate you can see from a long way off.
Oakhollow
Coastwood
Oakhollow is a 4-villager settlement in Coastwood, 353 m west of the waking beach, built of timber and entered through a 7.7 m gate.
Saltmeadow
The Shore
Saltmeadow is a 3-villager settlement in The Shore, 532 m south of the waking beach, built of driftwood and entered through a 8.0 m gate.
Thornwood
Coastwood
Thornwood is a 4-villager settlement in Coastwood, 820 m north-west of the waking beach, built of timber and entered through a 7.8 m gate.
Dunefold
The Dunes
Dunefold is a 3-villager settlement in The Dunes, 853 m south of the waking beach, built of clay and entered through a 8.0 m gate.
Tideharrow
The Shore
Tideharrow is a 3-villager settlement in The Shore, 1111 m north of the waking beach, built of driftwood and entered through a 8.0 m gate.
Reedhollow
The Valley
Reedhollow is a 4-villager settlement in The Valley, 1136 m south-west of the waking beach, built of timber and entered through a 8.1 m gate.
Sandreach
The Dunes
Sandreach is a 4-villager settlement in The Dunes, 1412 m south of the waking beach, built of clay and entered through a 7.9 m gate.
Greenmarch
Deepwood
Greenmarch is a 4-villager settlement in Deepwood, 1482 m west of the waking beach, built of timber and entered through a 7.7 m gate.
Fernhold
Deepwood
Fernhold is a 3-villager settlement in Deepwood, 1708 m west of the waking beach, built of timber and entered through a 8.0 m gate.
Stonefell
The Highlands
Stonefell is a 3-villager settlement in The Highlands, 2116 m west of the waking beach, built of stone and entered through a 8.2 m gate.
Emberwatch
The Ashlands
Emberwatch is a 3-villager settlement in The Ashlands, 2716 m west of the waking beach, built of basalt and entered through a 7.9 m gate.
Cindermoor
The Ashlands
Cindermoor is a 3-villager settlement in The Ashlands, 2996 m south-west of the waking beach, built of basalt and entered through a 7.7 m gate.
The corridor forests
Stands you can walk INTO rather than around.
The Salt Palms
The Shore
The Salt Palms is a walkable stand of 50 shorepalm trees in The Shore, 184 m along its long axis, with the lowest crown 15.5 m overhead.
The Dune Heads
The Dunes
The Dune Heads is a walkable stand of 81 dunepine trees in The Dunes, 188 m along its long axis, with the lowest crown 14.8 m overhead.
The Oak Hall
Coastwood
The Oak Hall is a walkable stand of 131 greatoak trees in Coastwood, 200 m along its long axis, with the lowest crown 12.6 m overhead.
The River Gallery
The Valley
The River Gallery is a walkable stand of 63 rivergall trees in The Valley, 196 m along its long axis, with the lowest crown 9.9 m overhead.
The Black Colonnade
Deepwood
The Black Colonnade is a walkable stand of 121 blackspire trees in Deepwood, 196 m along its long axis, with the lowest crown 14.9 m overhead.
The Grey Hall
The Highlands
The Grey Hall is a walkable stand of 104 greylarch trees in The Highlands, 200 m along its long axis, with the lowest crown 14.0 m overhead.
The Ember Stand
The Ashlands
The Ember Stand is a walkable stand of 66 ashpillar trees in The Ashlands, 184 m along its long axis, with the lowest crown 18.0 m overhead.
The fungus rings
Climbs made of giant fungi, with a view at the top of each.
The ascent towers
Spiral climbs, in the order the movement kit is learned.
The Shore Ascent
The Dunes
The Shore Ascent is a spiral climb of 84 platforms in The Dunes, rising 120 m above its own ground to a summit 139 m above sea level.
The Valley Spire
Coastwood
The Valley Spire is a spiral climb of 96 platforms in Coastwood, rising 320 m above its own ground to a summit 409 m above sea level.
The Deepwood Climb
Deepwood
The Deepwood Climb is a spiral climb of 96 platforms in Deepwood, rising 520 m above its own ground to a summit 659 m above sea level.
The Highland Stair
The Highlands
The Highland Stair is a spiral climb of 98 platforms in The Highlands, rising 720 m above its own ground to a summit 942 m above sea level.
The Ash Needle
The Ashlands
The Ash Needle is a spiral climb of 104 platforms in The Ashlands, rising 980 m above its own ground to a summit 1277 m above sea level.
The palace
The one building in this world with a roofless court and a wall you can walk.
The Veil
The folds where the north rim of the world opens onto the south.
The Deep Seam
Deepwood
The Deep Seam is one of the folds in the Veil: step through the northern mouth in Deepwood and you walk out of the southern one, 0.0 m of height apart.
The Still Door
Coastwood
The Still Door is one of the folds in the Veil: step through the northern mouth in Coastwood and you walk out of the southern one, 0.0 m of height apart.
The Turning
Coastwood
The Turning is one of the folds in the Veil: step through the northern mouth in Coastwood and you walk out of the southern one, 0.1 m of height apart.
The Low Door
Coastwood
The Low Door is one of the folds in the Veil: step through the northern mouth in Coastwood and you walk out of the southern one, 0.0 m of height apart.
The Sand Gate
The Dunes
The Sand Gate is one of the folds in the Veil: step through the northern mouth in The Dunes and you walk out of the southern one, 0.0 m of height apart.
The bands
The kinds of ground, measured rather than described.
The Open Water
The Open Water covers 40.0% of the map, running from x 1130 to x 3170, with ground between -331 m and 13 m and none of the world's named places standing in it.
The Reef
The Reef covers 3.8% of the map, running from x 930 to x 1090, with ground between -59 m and -7 m and none of the world's named places standing in it.
The Shore
The Shore covers 3.8% of the map, running from x 730 to x 890, with ground between -2 m and 8 m and 4 of the world's named places standing in it.
The Dunes
The Dunes covers 3.1% of the map, running from x 570 to x 690, with ground between 8 m and 20 m and 4 of the world's named places standing in it.
Coastwood
Coastwood covers 15.7% of the map, running from x -470 to x 530, with ground between 19 m and 116 m and 5 of the world's named places standing in it.
The Valley
The Valley covers 4.3% of the map, running from x -390 to x 170, with ground between 3 m and 106 m and 2 of the world's named places standing in it.
Deepwood
Deepwood covers 14.2% of the map, running from x -1310 to x -510, with ground between 97 m and 190 m and 6 of the world's named places standing in it.
The Highlands
The Highlands covers 11.8% of the map, running from x -1950 to x -1150, with ground between 190 m and 285 m and 3 of the world's named places standing in it.
The Ashlands
The Ashlands covers 3.2% of the map, running from x -1990 to x -1750, with ground between 285 m and 320 m and 4 of the world's named places standing in it.