An adventure in the forest, the caves, and beyond
WASD to move · Left-click to harvest/attack · Right-click to place/open/use
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★ 0 Wild Coins
Unlock a kit once with Wild Coins, then pick it for free on any brand new world you create afterward. Doesn't apply when loading a saved world.
0 / 0 unlocked — each one pays out Wild Coins the first time.
The START button always creates a brand new world. Load one of your saved worlds below to continue it instead.
★ 0 Wild Coins
Mobile gives you an on-screen joystick and action buttons instead of keyboard/mouse. Takes effect next time you press START.
WASD to move, Shift to sprint, Space to jump. Left-click harvests resources or attacks whatever's in front of you. Right-click opens chests/portals, eats food, places items, feeds a nearby wolf a bone or horse an apple, or mounts/dismounts a tamed horse. Q triggers a dash attack while the Golden Blade is equipped, or drops whatever item you're hovering over while the inventory panel is open. E opens your inventory (or hold it down to capture the Goblin Outpost tower's flag, if you're standing on it), C opens crafting, M opens the map, P pauses the game, Shift+P cycles the camera between default, bird's eye, and first person.
The big START button on the title screen always creates a brand new world. Use the Worlds button (top-left of the title screen) to continue a world you've already saved.
Watch the clock next to your health bar — night brings more (and tougher) monsters. Rain speeds up tree regrowth. Dying costs 5 max HP permanently; killing 3 mobs in a row without dying earns it back. If your max HP ever hits 0, your world restarts fresh.
Hunger drains as you play — right-click food to eat it and restore hunger. Health only regenerates on its own while hunger is completely full, and only after a few seconds without taking a hit.
Sprinting (Shift) drains an Energy bar — once it's empty you can't sprint until it recovers. It regenerates slowly on its own, or gets a flat boost from eating or a full night's sleep in a Bed.
Gather wood, stone, and ore to craft tools, weapons, and armor. Some recipes need a Crafting Bench nearby; cooking needs a Pot and takes 10 seconds. Better tiers (iron, gold) need better pickaxes to mine their ore in the first place.
Every tool and weapon has limited durability, worn down by actually using it (a swing, a shot, a harvest hit) — a wear bar shows on its icon in the hotbar and inventory once it's taken any damage, and it breaks and disappears once spent. Better tiers last longer. Materials, armor, and placeables (campfires and the like, which run on their own separate fuel instead) don't wear out this way.
Wood can be built into Walls — select one and a translucent blueprint shows exactly where it'll land and which way it'll face before you commit (green if the spot's clear, red if it isn't); right-click to actually place it. Walls block movement like any solid obstacle, but goblins specifically can hack one down given enough hits, so don't treat one as a permanent fortress.
Spring lasts 10 days and is the mild default. Summer follows for 15 days and is brutally hot, then Autumn for 10 days (leaves fall from the trees), then Winter for 12 days, before the cycle repeats back to spring. A badge in the top-right shows the current season and how many days are left in it.
A temperature bar appears below your other stats whenever you're not comfortable — it fills toward blue in the cold or red in the heat, and only once it hits the extreme end does it actually start hurting you, so watch the bar rather than waiting for damage. Summer sun: shelter in a cave, stand under a tree's canopy or a craftable Roof (10 Wood, no bench needed — an open-sided shelter you can walk right under), wear a Cap, or fan yourself with a Runny Fan while moving. Winter cold: shelter in a cave, stay near a lit campfire, wear a Coat, or hold a pair of Gloves. Cap/Runny Fan/Coat/Gloves all have limited durability and wear out from actually blocking the weather, so keep spare materials on hand to craft another.
It snows in winter. Campfires now have limited fuel and burn out over time just like torches (a bigger fire, so they last longer) — keep a fresh one burning if you're relying on it for warmth.
Rivers can be waded straight through (no bridge needed) — but wading is much slower than dry ground and you can't sprint in it. Hold Z while in the water to dive underwater; diving drains an Oxygen bar that only appears once it's not full, and running out of air starts to hurt you. Just wading/splashing costs no oxygen. Piranhas lurk in rivers and attack while you're in the water with them — they can't follow you onto dry land. With a Fishing Hook selected, right-click while standing in the water to catch a fish (cook it at a Pot). A Boat (Wood or the sturdier Hardwood) is a vehicle — just select it while in the water to ride at full speed with no wading penalty. Piranhas bite the boat instead of you while you're aboard; it has limited durability and breaks once spent.
Some rivers lead out to a small ocean at their mouth — modest in size, but with a couple of little sandy islands inside it you can wade out to and stand on dry-footed.
A Bed lets you skip the night — right-click it at night to lie down; the clock fast-forwards to dawn. Taking any hit wakes you up early, so don't sleep somewhere monsters can reach you.
The overworld has real elevation — rolling hills and the occasional mountain, with slopes you can freely walk up or down. Spawn and the ground right around streams stay flat so early crafting and bridges aren't affected.
Deserts have cacti — punching one barehanded hurts you, so harvest with a tool. Cactus Spines craft a Cactus Sword, stronger than iron but weaker than gold. Swamps and streams have their own look; bridges let you cross water.
Husks (medium difficulty and up) are the desert's tanky, bare-fisted dweller — slow, but hits hard. On hard mode, a rare spider nest cocoon may also appear in the desert, periodically spawning spiders nearby — attack it enough to break it and a Spider Queen bursts out: a huge, spindly-legged boss that webs you (slowing you down) from a distance, snaps with its pincers up close, and summons more spiders. Defeating her drops a Web Shooter, a weapon that fires webs to slow enemies instead of damaging them (it won't slow your own pets).
On medium difficulty and up, a rare sandstorm can roll into the desert and lasts 3 days. It spawns wandering sand tornadoes that damage you on contact — steer clear until it passes.
On hard difficulty, rain sometimes turns into a thunderstorm. Lightning marks a red X on the ground wherever you're standing when it telegraphs, then strikes that exact spot 1.5 seconds later, dealing 30 damage to you or any mob still on it — move off the mark to dodge it.
Some days, a goblin raiding party marches in from a distance — you'll get a warning as they approach, and a short grace window before they actually attack. Once the assault begins they're fully hostile to you and to wolves alike. If night falls before you've driven them off, they'll make camp and sleep until dawn — safe from their attacks while they rest, but still very much killable if you want to strike first. Raids escalate: defeat the first small batch and a full squad marches in right behind them.
Somewhere out in the wilds is a standing Goblin Outpost, now a grand multi-tier tower — a few goblins patrol close around its base (hostile if you get near, but they won't chase you far) and it periodically sends out a caravan, a couple of goblins marching cross-country toward you. Let 3 caravans complete their journey and the outpost throws everything it has into a full-scale invasion — goblins and archers alike, hostile to absolutely everything they see, not just you.
Stairs inside the tower lead up through its levels — each one garrisoned with more goblins than the level below, plus a chest. The top level is held by Silicy's iron-armored Guards and flies a flag: hold E on it to capture it, which summons Silicy himself to defend it in person — alone at first, though he may still call in help if the fight turns against him.
Medium gives every enemy a 25% speed boost. Hard adds alpha wolves, husks, spider nests, and thunderstorms, plus a blood moon every 5th night that boosts all enemy hp, damage, and speed by 50%. On hard, the start screen also offers an optional goblin war-leader — see Silicy, below.
Creative is a fourth, separate option for building and experimenting: you can't take damage or die, no mob will ever target or attack you, crafting and placing items never actually consumes materials, and you start with a stockpile of core materials, top-tier tools, and one of each Spawn Egg. Right-click with a Spawn Egg selected to place that creature in front of you.
Craft Stairs (8 Wood) and place them facing a Roof — walking up them raises you smoothly up to the Roof's own height, letting you stand on top of it like a second-floor platform instead of just sheltering underneath it. Standing on top of a Roof doesn't count as shade, since you're back out in the open sun above it.
An opt-in hard-mode boss, toggled on the start screen. Silicy musters near the Goblin Outpost with 200 HP and a boss bar, notices you from much further away than an ordinary goblin, and dashes in for a quick lunge attack once you're in range. He periodically rallies nearby wild goblins straight into attacking you. Below half health he falls back toward the Outpost; below a quarter, he summons reinforcements and flees there on horseback — catch him before he arrives or he escapes to muster a fresh army later. Actually defeating him in combat (rather than letting him escape) drops the Royal Chestplate (strong armor with a steady passive heal) and the Golden Blade (a sword that adds a Q-triggered dash attack, lunging forward and damaging everything in its path).
Aim at a nearby wild wolf and press T or right-click to feed it a bone. Feed a wild wolf 5 bones to tame it — it'll follow you and fight hostile enemies. Alpha wolves (bigger, red-eyed, much stronger) take 15 bones, but taming one turns its whole nearby pack friendly too, until the alpha dies. Tamed wolves level up by getting kills, growing stronger each time.
Wild horses roam the overworld. Chopping a tree has a 50% chance of also dropping an apple — feed a horse 10 apples (right-click or T, same as taming a wolf) to tame it. Right-click a tamed horse to mount it: riding is faster than sprinting and costs no energy. Right-click again to dismount.
Alpha wolves (hard mode only) drop a King's Fang on death — collect 3 to craft the Fanged Saber. It one-shots regular wolves, steals life on hit, and scares skeletons off. 20 kills grants +5 max HP; every kill after that raises the wild wolf population until you next die. Dying 5 times with it breaks it into a Fanged Fragment — craft the saber again with the fragment and 30 bones to mend it.
Find a cave entrance to descend — one is always close to spawn, and a few more are scattered further out, each leading to its own ladder back up so you're never far from a way underground. Goblins, spiders, and skeletons live below, along with plentiful ore. Torches and campfires light the dark and need fuel to keep burning. A Goblin is usually accompanied by a smaller Goblin Archer comrade, which keeps its distance and drops its bow on death. Rare veins of glowing Mythril Ore also turn up underground — a Gold Pickaxe is the minimum needed to mine it, and it crafts into the best tools and weapon in the game at an Advanced Bench.
A rare, bulkier Hammer goblin sometimes turns up in the caves instead. It closes in, then stops and raises its hammer overhead — a wide orange ring on the ground marks where it's about to land. Move out of the ring before it comes down, or take a heavy hit.