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 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 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 bands

The kinds of ground, measured rather than described.

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