Pixel map of the world of FableVale: snow in the north, forests, a swamp, a red canyon and desert in the southConcept, Oct 2026

The world

One continuous world, walked tile by tile. The further from Fablevale, the more dangerous. Only the start of it is built.

Built so farThe start regionFablevale, its fields, the crypt and the sewers.
Fablevale240 × 220 tilesFour gates, a market and a river with three bridges.
One day24 minutesAt dusk the dark slides in. Some nights the orcs come.
The planFour bandsLevels 1 to 10 at home, 60 and up at the edges.

Further out,
more danger

Choose a place on the map. Every direction has its own land and its own levels. The names are a concept, not canon yet.

Pixel map of the world of FableVale: snow in the north, forests, a swamp, a red canyon and desert in the south
Concept
Home · Levels 1-10Built

Fablevale

The walled town where every character starts: four gates, a market square with a fountain, a river with three bridges and the Old Mill.

Home 1-10Near 10-30Far 30-60Deep 60+

What is built
so far

So far the game has seven rooms. Open one to see what is there. The plaza house is still an empty room.

Beyond
the light

Under the ground it is dark, and at night the town is too. Your own light reaches a tile and a half, a candle three, a lamp four. Beyond it the crypt is still there, and its creatures still see you.

A spot in the crypt by the light of a lamp: four tiles around the knight
The same spot by your own light: a tile and a half around the knight
Your own light1.5 tilesA lamp4 tiles

Who lives
where

Creatures have no level. What one is worth follows from its health and its blow, and the experience is shared by the group around it.

Crypt of the Forgotten

  • Skeleton ArcherCrypt and sewers
    55Health

    Shoots up to five tiles and backs off when you come closer than three.

    DropsCrypt Key, one in three
  • Demon SpiderTwo by two tiles
    90Health

    Lives in the deepest parts of the crypt and the sewers. A poison bite, venom spit and a web that slows you.

    DropsSpider Silk
  • Rat KingThe locked deep hall
    400Health

    Two by two tiles, and only one. He throws, calls up rats, and returns ten minutes after he falls.

    DropsRat King’s Crown; Rose-Gold Sword, one in five
  • Cave TrollThe south-east halls
    260Health

    Only one, with a heavy leap. Returns fifteen minutes after he falls.

    DropsGolden Helmet, one in ten
  • BatTwo flocks of three
    15Health

    Sleeps until something wakes it.

    DropsBat Wing
  • Skeleton, ZombieFour and three
    30 / 70Health

    The skeletons are quick, the zombies slow.

Rat King’s Sewers

  • Mother SlimeGreen and blue
    60Health

    Splits into two slimes when she falls. The small green ones have 25 health, the blue mother 95.

    DropsSlime Gel
  • Sewer RatPacks of three
    30Health

    Flees when it drops below a third of its health.

    DropsRat Tail
  • Rat PersonThe sewers
    55Health

    Throws rubbish, and begs when it drops below a quarter of its health.

Roads and woods

  • OrcRoads, the crypt entrance
    40Health

    A heavy blow. The scouts on the north road are faster and weaker.

    DropsOrc Tusk
  • Wolf, WargThe north woods
    35 / 75Health

    Hunt in packs, and roam to the town at night.

    DropsWolf Pelt

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