A complete Zelda-like built in Godot 4. Wake up in the village of Brighthollow, take the old cellar under the great Ironwood, and clear the Depths beneath it. Then keep going, through a drowned bastion under the lake and a forge inside the mountain. Three dungeons, 69 rooms, painted story moments at every threshold, and an ending that remembers a choice you made in the first ten minutes. Above them a 26-screen valley that reacts: the King’s goblins go home, villagers change their stories, a stone eye across the lake waits for an arrow. Hookshot, gauntlet, heart pieces, a shop economy, an original soundtrack, and screen-to-screen camera pans, proven by 1,568 automated checks that audit every route for soft-locks. And for those who finish the story: somewhere in the vale, a seal has broken.
Play in your browserBest on desktop with a keyboard or a game controller. Touch controls appear automatically on phones and tablets (phone browser support varies). About a 40 MB load on first visit.
The iPhone and iPad version is live on the App Store, free. The strategy guide above covers the whole game, every secret included — freshly revised for v1.3, though it leaves the deepest room for you to find.
On touch screens: left thumb steers, right-side buttons swing, shoot, and talk. Tap dialog to advance it, tap menu rows to choose. A connected controller works throughout and takes over the on-screen buttons while you use it.
The whole world is defined in design contract documents written before anything was built: room specs, screen-edge contracts, item progression, and the full flag graph. Every room and overworld screen extends a shared base that turns a layout array into tiles, doors, and spawns. Seven headless test suites, 1,568 checks, boot every scene, verify screen edges pairwise, flood-fill every room with prop collision applied to prove there are no soft-locks, play the whole game start to finish with a scripted bot, and regression-test systems from the shop economy to the camera-pan geometry. The soundtrack is procedural: six region themes composed in code, crossfading as you cross the valley. Shipped in five milestone gates, each with a playtest round before new scope.