A fast-paced top-down bullet-hell RPG with a real player-driven economy. Pick a class, grow stronger, cleanse the realm — and, if you choose, earn and cash out $REALM for the loot you find.
Pick a class, dive into the corrupted overworld, and fight your way outward through ever-tougher zones. Kill enemies to earn XP, level up, and collect better gear. Working with others, purge each island of corruption to trigger its climactic boss fight. Everything you loot has value — keep it, or sell it for $REALM.
Controls
Keys are fully rebindable under Options → Controls (the in-game guide shows your current bindings). The essentials:
Move — WASD. Aim + shoot — mouse (hold to fire).
Abilities — the ability keys (slots 1–3); right-click casts your first ability.
Potions — drink HP / MP with their hotkeys (or click the potion slots).
Pick up loot, open bag, character sheet, and masteries each have a key shown in Options.
Classes & Weapons
Each class is built around a weapon archetype that decides how you deal damage:
Heavy / Melee — swords, axes, hammers. Short range, high burst, swings that throw out shockwaves, lightning fans, and other AoE volleys. Trained by the Melee mastery.
Light / Ranged — bows and daggers. Fast, mobile, multishot spreads. Trained by the Ranged mastery.
Magic — staves, wands, tomes. Spell-like projectiles and the strongest ability kits. Trained by the Magic mastery.
A weapon's projectile pattern (shot count, spread, speed, special effects) comes from the weapon itself — some uniques fire signature patterns like lightning storms, orbiting rings, or summons.
Inventory & Items
5 equipment slots — weapon, armor, gauntlets, boots, ring — plus a backpack.
Drag an item onto a slot to equip it, or between slots to rearrange. Drag out of the bag to drop it (dropped items are public).
Hot-equip: double-click an equippable item to equip it, or hold Shift + a slot number to equip/use that backpack slot.
Carry up to 6 HP and 6 MP potions.
Stat potions (Life, Mana, Strength, Defense, Speed, Dexterity, Vitality, Wisdom) permanently raise a stat — drink them as soon as you grab them. Strength (STR) is your attack power; it scales ranged, melee, and some ability damage.
Abilities
Every class has 3 active abilities (slots 1–3) plus an always-on class passive.
Cast aimed at your cursor; abilities cost MP and have cooldowns.
Many abilities apply status effects — stun, slow, armor break, bleed, poison — on top of damage.
Ability damage scales with your stats (DEX, STR, WIS…) and with invested skill points. Hover an ability to see its exact damage, MP cost, cooldown, and effects.
Status Effects
Hits and abilities apply timed effects — watch the icons over health bars:
Bosses get an Invincible / Armored grace during phase changes — wait it out; you can't burn them down mid-transition.
Ability Skill Points
You earn a skill point every two levels (per character, up to level 20).
Invest points into an ability to increase its damage and effect duration and lower its cooldown.
Each ability has a point cap (ultimates cap lower). Specialize around the abilities you use most.
Character Skills (Masteries)
Separate from ability skill points, your account has 9 permanent masteries (0–99) that level up just by playing. They're account-wide — shared by all your characters and never lost on death.
Combat — Ranged / Melee / Magic: deal damage with that weapon type. +0.1% weapon damage per level.
Armor — Heavy / Light / Cloak: take damage in that armor class. +0.1% damage reduction per level.
Support Caster — buff allies. +0.15% buff duration per level.
Impairment Caster — debuff enemies. +0.15% debuff duration per level.
Rarity, Gems & The Forge
Gear has a rarity and can be upgraded:
Rarity runs Mundane → Common → Uncommon → Rare → Epic → Legendary. Higher rarity means stronger stats, more gem sockets, and (if you sell it) far more $REALM.
Gem sockets — slot stat-scaling and effect gems (Crit, Vampiric, Frost, Multishot, Thorns, Venom…) to shape your build. Gems come from the Fame Store and from drops.
The Forge (a nexus tile) — enchant an item to add bonus modifiers, or disenchant to recover materials, using essence and crystals as inputs.
Advanced enchanting — a per-pixel picker lets you place a chosen enchant/gem effect onto a specific pixel of the item's icon, so your gear shows what it carries at a glance.
Tooltips spell out rarity, sockets, modifiers, and gem effects — read them before you equip or sell.
Loot Progression
Zones get harder the farther out you go, and gear tiers climb with them:
Red — a tier-upgraded bonus drop from tougher enemies
Grave — gear a fallen player left behind
Soulbound loot: deal at least 5% of an enemy's health and you earn your own private loot roll — only you can see or grab your soulbound bags. Potions, dropped items, and graves are public; everything else binds to you.
Dungeons, Portals & Difficulty
Overworld islands are linked in a graph; portals drop you into dungeons — self-contained instances built from prefab rooms, each ending in a boss.
A portal carries a difficulty and sometimes a tier with rolled Realm Modifiers — buffs/twists that raise both the challenge and the rewards. Check the portal card before you enter.
Dungeon bosses drop the best loot and guard the exit — beat the boss to claim it and leave via its return portal.
Enemy Hordes
Some zones spawn hordes — a commander leading a pack of followers that move and fight as a group. They hit harder together but fill the purification meter fast when you break them.
Realm Purification
Each overworld island is corrupted and has a purification meter. Everyone in the realm fills the same meter — team up.
Fill it by killing enemies, clearing dungeons, and resolving corruption-outbreak events. Tougher kills and larger packs fill it much faster.
Fully purifying a realm takes roughly 20–30 minutes of coordinated effort.
The Final Boss Fight
At 100% purification a short countdown begins and everyone in that realm is pulled into a shared boss arena — a corrupted castle.
Bring potions, a strong build, and invested skill points: the boss yields the realm's best rewards, and difficulty scales with the realm.
Quests & Stars
Take on quests for goals that span a character or your whole account; completing them for the first time awards stars. Your star total shows under your name and on the public scoreboard — a quick read of how far someone has come.
Fame & the Fame Store
Fame is a soft currency. You bank it when a character dies (based on its XP), and can top it up by buying it with crypto via the Add Fame button (SOL or $REALM).
Spend fame at the Fame Store (a nexus tile): cosmetic dyes, stat crystals, gems, and the Crown of Resurrection.
Fame is separate from the $REALM economy — the two don't convert into each other at a profit.
The Exchange Market
A nexus tile opens the Exchange, with two tabs:
Item Swap — trade consumables of the same kind (shards, crystals, essence, stat potions). Hand in N, get back N−1; the market keeps one as tax.
Item Exchange — sell backpack items for $REALM. Each item shows its $REALM value; click Sell to bank it. Gear, gems, rings, and uniques pay out; consumables don't. Rarer and higher-tier items are worth far more — a signature weapon or a Crown is a jackpot.
Membership & the $REALM Economy
OpenRealm has a real, one-token economy built on $REALM (a Solana token). It's optional — you can play and progress entirely for free — but if you want to earn:
Link a wallet — open the Economy menu and connect your Phantom wallet. You sign a one-time challenge to prove ownership; the game never holds your keys.
Membership — a weekly pass costs $REALM, paid from your wallet. It unlocks cashing out (you can earn without it, but need an active membership to withdraw).
Earn — sell items in the Item Exchange to bank $REALM.
Cash out — with an active membership and a linked wallet, request a payout from the Economy menu. Your $REALM is sent straight to your wallet.
It's a gamble on your own play: a strong week — or a lucky jackpot drop — can out-earn your membership, while a quiet week won't. Everything is verified on-chain and server-side.
Graphics & Options
Graphics — toggle dynamic lighting and quality settings for smoother play on weaker machines.
View — the world renders in classic top-down 2D; an experimental 3D view is available too.
UI scale — scales the HUD and menus (defaults larger on mobile for touch).
Controls — rebind any key; the in-game guide reflects your bindings live.