Guides
How things work, explained step by step. 71 guides in 5 groups.
First steps
- Alpha testersInstall the alpha, try the game, and tell us what you find.
- Getting startedYour first hour in the valley, step by step.
- Diving and airHow to dive, how long your air lasts, and what waits at the bottom.
- The dashEveryone's quick burst, on land and in water.
- Knocked out and getting upWhat happens when your health runs out, and how each kind of world treats it.
- Family safety featuresWhat the game does to keep play friendly, and the controls grown-ups have.
- Getting around, and animal friendsRoads, gliders, canoes, the Sky Rower, the Fizz-Pop Jetpack, ferries, ziplines, fast travel, capybara friends and horses.
Fighting and gear
- Combat and elementsHow hits land, what elements do, and how to read a creature's attack.
- Level sync and partiesPlay together at any level. Share the XP, share the fun.
- Continents and dangerEight lands in one ocean, how strong the creatures are on each, and how to read the map.
- The gear ladderCrafted gear to level 35, dropped gear to 70, master-crafted gear from 75.
Life in the valley
- The market and tradingOrange coins, the market board, trading face to face, gifts, and staying fair.
- The Calm AuraTen peaceful minutes for building and exploring, whenever you need them.
- Making friendsTalk, give gifts and hear their stories. What each villager loves, and what friends get.
- FestivalsWhen the village throws a party, how to join in, and the cake everyone gets.
- Farming and cookingTill, plant, water, harvest, and cook meals that keep you going.
- FishingRods, bait, where and when each fish bites, and the legends of the river.
- Building and waterworksHouses, stations, land claims, blueprints, and making water do the work.
- PetsCreatures of legend that hatch from charms and fight beside you.
- Duck MinesA little duck village a short walk from home: a mine, a curral, a wood stove full of corn dishes, and the story of its name.
Kinds of world
More guides
- "Apocalypse: hold the line in Braveheart Basin"Start fresh beneath the lanterns, grow stronger through waves, and make three lives count.
- Levels and powerEvery level makes you stronger. Past level 130, every level makes you much stronger.
- Braveheart Basin: read the guardian, earn the openingLearn the warning shapes, clear the helpers and make every safe opening count.
- Orange coins: earning and spendingWhere the valley's coins come from, and the good things worth spending them on.
- Pip the River TraderThe friendly otter who brings goods to your world's market board, and buys fairly priced things when few players are around.
- Crafting: discover recipes and make anythingHow recipes are discovered, what the "?" ingredient means, stations, crafting from nearby chests, friends who help, and the wiki link in every recipe.
- Lucky drops and rarityHow rare finds work, the odds of master gear from every tier, and the help the game gives when luck runs dry.
- Make-believe: boats, kites and starsThree of Rill's make-believe quests: race leaf boats down the river, fly a kite from a windy hill, and chart the stars from your own moon base.
- Rill's water ridesThe Washtub Boat that sails with the wind, and the Barrel Diver that takes you to the bottom of the deep.
- Game modes: pick your kind of worldAdventure, Explore, Survival, Cozy, Creative and Hardcore: what each world type changes, who it suits, and how to mix your own.
- Salvage: take old gear apartTurn gear and weapons you don't need into some of the materials they were made from.
- The Fizz-Pop JetpackPop bottles, a school satchel and paper-streamer flames. Rill's rocket quest, and how to fly free over the islands, up to the Cloud Shelf.
- Storage: satchel, chests, the locker and the vaultGrowing your satchel, the chest ladder up to the Home Vault, the town locker, and opening your vault from afar.
- Building your townDecorate your own land with houses, market stalls, wagons and landmarks: the free starter set and the building packs.
- Towns and townsfolkThe towns in every land, what's in them, the people who live there and how to talk to them.
- Things to discoverExplorers' camps, buried treasure, fossil digs, nests, lookouts, dawn and dusk blooms, rain finds, the travelling merchant, lost pets, mending wells and bridges, and the storylines on the notice boards.
- Rill's make-believe at homeThe Blanket Fort, the Crate Rocket, the Tin-Can Telephone, the Garden Knight and the Treehouse Club.
- The Travelling PedlarCall Pemberton the pedlar and his donkey Parsnip to wherever you are, and trade at town prices without the walk back.
- The temple's Glyph DoorEvery temple's glowing gem is a lock. Match its pattern of carved glyphs and a hidden door slides open to a little chamber with a chest.
- Lookouts and the telescopeClimb a lookout tower's ladder with one press, then look through its brass telescope to spot far towns, temples and landmarks and mark them on your map.
- Rill's make-believe out in the realmsThe Treasure Map, the Snow Fort, the Sandcastle and the Tide, the Creek Dam and The Floor Is Lava!
- Decor and building packsFree town pieces, owned building packs, and choosing the right look for a place you love.
- Hosting, visitors and password worldsInvite friends into your world, choose who may change it, and use a password when you need a quiet door.
- Make-believe proud momentsThe short finale that lets you watch the wonderful thing your imagination quest made possible.
- Saves, profiles and autosaveHow worlds, characters and settings are kept safe, and the calm way to leave a session.
- Make-believe machinesTwo of Rill's Make-Believe Workshop quests. Race a home-made cart down the hill with medicine for Mira, and build a giant marble run that rings a flood warning.
- Dragon fireEvery dragon on the Dragonfire Isle breathes fire. Read the cone on the ground and the fire never touches you.
- Graphics settingsA preset for every kind of machine, and a switch for each heavy thing the world draws.
- The Old Warden's fightSeven crystals on a dragon's back, seven friends on seven plates, and one heart to calm.
- Your TatazoLooks, the boy or girl gator, and how the gear you wear shows on him.
- Friendly duels and the training yardChallenge a friend who agrees to a duel, and practise hits and abilities on the safe training dummy.
- Shop and paid itemsOptional outfits, building packs and helpers: what each does, its limits, and how family purchase controls work.
- Picking your classThe five paths at Mira's Class Shrine, a trial run at every totem, and the Change of Heart if you pick wrong.
- Item powers: gear with a will of its ownNamed gear with powers of its own, and the Glowstone Font that gives a plain piece one.
- Skills that grow with practiceFive tiers for every skill, the titles they earn, and the small bonuses waiting at the top.
- Dr. Fernwhistle's dinosaur field courseStudy, photograph and calm real dinosaurs on the Primeval Isle, from your first Parasaurolophus to the island's own Tyrannosaurus rex.
- Building in a fight: field barricadesDrop a barricade to hold the line, wherever a fight is getting away from you.
- Meet Your Raccoon HelperA little raccoon with its own bag, and jobs for breaking down, selling and tidying marked items.
- Hero's Health and Mana PotionsTwo store potions that never run dry — a strong heal or a big mana refill, on their own cooldown, for good.
- Storylines, notice boards and weekly tasksFollow kind stories, help the village, and find a fresh reason to explore.
- Land claims and permissionsMake a patch of the world your home, then welcome friends you trust.
- Beds and respawn pointsSet a home, sleep through the night together, and know where Tatazo gets back up.
- BlueprintsSave a build you love, then raise it again wherever there is room.
- Controls, hotbar and tool wheelKeep your hands ready: skills, supplies, tools and your weapon all have a clear place.
- Auto-attack, target lock and biteChoose a creature, keep your aim, and let Tatazo fight with care.
- Item pickup feed and Never pick upSee what came home with you, and leave the things you do not want for someone else.
- Map, minimap, pins and fast travelMark a far shore, find your way, and return to places you have earned.
- Menus and settings: find your way aroundThe title screen, mode cards, starting a world, pause menu and settings, with mouse, keyboard or controller.
- Harbours and boatkeepersMeet the friendly skipper on every pier, sail the honey-wood ferry to any shore with a story on the way, and carry little parcels from harbour to harbour.
