The world has fallen asleep. Wake it up, one land at a time.
You wake up at a small camp in a grey world: an andesite pad, a chest, a lantern and a waystone named Spawn. The hills, cliffs, caves and seas are all still there, but they have turned to dead stone under a skin of gravel: no ore, no rain, no animals, no sound. All you have is a Strange Seed, a pot, a bucket, a cold Earth Heart, two apples and the notes of someone who walked here before you.
Grow and sieve your way back from nothing and light the Earth Heart. Then set out across the grey to find the twelve shrines, built where the old lands once lived. Bring each one its Heart and the land wakes around the altar: grass, trees, rain, animals and new resources roll out over the hills. Keep it alive and it grows, until the whole world remembers what it was.
## Features
- A grey world with real relief: hills, cliffs, caves and seas shaped like vanilla, all in Dead Stone. No ore generates anywhere, from any mod. Every resource comes from sieving, growing and awakened lands.
- The Grey hurts: out on sleeping land you live on a Breath of Life bar. Once it runs out, the Grey wears you down to half a heart, never further. Awakened land keeps it away, and so does the ground around Life Pylons, the world spawn and your home altar, shaded on your JourneyMap map. The bar grows as your lands do.
- Twelve shrines to find: a land's Heart only answers on its own shrine's altar. Hold the Heart and it points the way. A waystone lights up at every shrine you wake.
- Lands that live: a land wakes 64 blocks around its shrine, then grows to 128 and 256 blocks once its mod truly runs there (feasts laid out, millstones turning, power flowing, Source drawn, a seed bank of living things, drinks in kegs, windmills turning, herds raising their young, spirits at work, oil refined) and its creatures have come back to live there. As it grows, the real world comes back wherever its biome lies, then wherever its whole family does.
- Resources from the land: each land grows its own resource crops on its own soil, in Botany Pots anywhere or on farmland at home.
- The curse fights back: from the third act on, patches of young land fall asleep again. Life Pylons ward the land around them and heal what was lost.
- A world to give back: the Primordial Heart, made of the fourteen Life Fragments, calls the Grand Accord of the twelve shrines, then the Apogée. The lands spread to meet one another, the curse lifts, and the world as it was comes back around you. Your lands and builds stay.
- A story to uncover: torn pages turn up in the sieve, and a Wanderer left notes in the ruins along the roads between the shrines.
- Shrines keep monsters out: none spawns in a shrine's Enclosure, none outside takes aim at you inside, and one that comes near takes fright and runs away. Each Enclosure's edge glows in its land's colours.
- Room to build: Create Deco, Copycats+, Rechiseled, Handcrafted, Macaw's bridges, doors, fences, paths, roofs and windows, and Building Gadgets. Their recipes make no ore or gem, and their metal comes from yours: the blocks still come from your lands.
- Quest-driven: 244 quests in 18 chapters, one per land and an optional Workshop for building. When a quest wants something from another land, its text tells you where to find it.
## The five acts
1. The Hearth: grow the Strange Seed, sieve gravel, make water, dirt and lava, then feed the Earth Heart until it becomes your first altar.
2. Plains and Forest: iron, coal and copper, Farmer's Delight, your first Create machines and Productive Bees.
3. Hills, Desert, Swamp and Taiga: gold, redstone, zinc, quartz, lapis and silver; brass, Powah power, Ars Nouveau magic and Brewin' and Chewin's kegs.
4. Ocean, Tundra, Peaks, Savanna and Nether: diamonds, emeralds and lead, Applied Energistics 2, Immersive Engineering, mammoths and zebras, and the Nether Guardian.
5. Jungle, Badlands, the End and the Convergence: nickel and aluminum, Occultism's spirits, PneumaticCraft's oil, the dragon, the Primordial Heart crafted on a full grid of Mechanical Crafters, the Grand Accord and the Apogée.
## Getting started
Create a new world with the default settings, open the chest next to you, read the Field Notes, then follow the quests. It plays solo or in co-op on one shared world. Coming from 0.2? Update the profile as usual: your world carries on.
## Status
The whole journey is in, from the first seed to the Apogée: about 120 hours of play. Feedback and bug reports are welcome in the comments.
## Built with
Create, Ex Deorum, Botany Pots, Farmer's Delight, Ars Nouveau, Powah, Applied Energistics 2, Immersive Engineering, Occultism, PneumaticCraft, Productive Bees, Brewin' and Chewin', Naturalist, Waystones, Sophisticated Backpacks and Storage, Create Deco, Rechiseled, Handcrafted, Macaw's, Building Gadgets, JourneyMap, FTB Quests, KubeJS and JEI, among 87 mods.