Celestial Disciples is the adventure. Valus is the world. Begin in Theryndel: a deep forest of lantern-lit tree platforms, dangerous paths, and six celestial disciplines.
Our current development focus is Theryndel, one forest starting zone on Valus. Classic social adventure, deliberate combat, and modern Unreal visuals guide the work. The multiplayer prototype is still being developed and tested.

A 1.28 km forest valley: a river that drops over Lyssae Falls into the lake Ilyrae, the Wardens' Camp where quest givers send you outward, and hostile camps led by named elites. Classic quest chains, a world map and a live minimap guide the way.

Telegraphed blows you can block, parry or dodge, four techniques per discipline on Q, R, G and a signature on Z, and enemies that leash, flee, root and call for help. Parties of six share the kill, the experience and the loot, heal and buff each other, and the first party to strike a creature claims it.
Valus is an original fantasy realm of ancient magic, grand keeps, and unbroken oaths — a land carved from forest, stone, and ash.
Valus is an original fantasy realm of ancient magic, grand keeps, and unbroken oaths. A central fang-shaped continent, two great islands, and a land carved from forest, stone, and ash. To the west of Corvessa the world is unknown — an unexplored expanse that wraps around to the eastern shores of Elaranth and Zarvekh.
The wider regions described above are world lore. Only Theryndel is playable today, with an adventure spanning levels 1–12. The plan is a world that reaches level 50 across Elaranth, Corvessa and Zarvekh; those zones are planned, not yet playable.
The six playable classes — Guardian, Druid, Sorcerer, Cleric, Rogue and Warlock — each map to one discipline and preserve distinct tank, healer, damage, control and support identities. Expanded class paths are in development; the current alpha source implements their starting foundations.

Shields, threat and defensive discipline. Holds the line, intercepts for allies, and makes the fight happen on the group's terms.
Plate, sword and shield · blocks and parriesTechniques: Shield Bash · Challenge · Bulwark · Sundering BlowRestoration and resilience. Mends allies through the fight and endures what the wild sends; its paths are Wild Caller, Earth Walker and Storm Singer.
Furs and a living staff · blocksTechniques: Thornlash · Rejuvenation · Entangling Roots · Hornet SwarmDevastating elemental caster who bends lightning and gale to their will; burst damage with real resource pacing.
Robes, hat and storm staff · dodgesTechniques: Arc Bolt · Thunderclap · Static Ward · StarfallCelestial healing and blessing. Keeps the party standing, dispels what should not be, and strikes down the corrupt; its paths are Light Bringer, Faith Warden and Spirit Guide.
Vestments, wand and holy book · parriesTechniques: Judgement · Mend · Consecrate · DawnbreakA dancer in the dark; strikes from the veil, scouts ahead and slips free of retaliation.
Hood and paired knives · parries and dodgesTechniques: Backstab · Rupture · Smoke Bomb · EviscerateArcane control and slow ruin. Binds, drains and outlasts; its paths are Spirit Caller, Enigma Lord and Hex Weaver.
Ember robes, wand and grimoire · dodgesTechniques: Ember Hex · Ashen Tithe · Dread · Soul HarvestEvery blow winds up before it lands, so a player who reads it can always do better than the dice. Endurance pays for every defense.
Swings land at the visible moment of contact. Click again as a swing finishes to chain the next.
Guardians and Druids block blows from the front. A shield stops most of the damage, until endurance runs out and the guard breaks.
Guardians, Clerics and Rogues turn a blow aside, stagger the attacker and open a riposte that cannot be avoided.
A dash where you steer, untouchable as it starts. Sorcerers, Rogues and Warlocks are trained in it.
Four per discipline, each with a cooldown and a cost: bash and taunt, root and mend, bolt and ward, backstab and vanish. The fourth, on Z, is the discipline’s signature, learned at level 4.
Talk to the Wardens at camp, follow the markers on your minimap and world map, and hand in what you finish.
Every ancestry can take every discipline. None carries an experience penalty, an exclusive discipline or a locked-out role — what an ancestry changes is who you are in Valus and how you look, not what you are allowed to become.
The reference people of Valus, at home from Baronhaven’s docks to Lirathae. Origin and bearing are yours to choose.
The people of Aelwyn, who live among the trees of Theryndel. Tall and lightly built, with grove, spire and deepwood heritages of their own.
Short and genuinely broad — not a smaller human. Artisans and scouts as readily as warriors; their mountain home, Thragvorn Deep, lies sealed and frozen.
The people of Brasswell, the volcanic, geyser-fed corner of Elaranth. Short and slight, and deliberately not a small Korrund.
Character creation shows a live 3D model you can turn, rather than an illustration — the same rig your character will actually spawn on. Your character then sits beside its name on the character-select screen as that same body, and equipped gear is visible on it: to you, and to everyone else in the zone.
Art status, plainly: the character models are stylized stand-ins while a realistic set is sourced. The creation flow and the preview are real and in the source; the rigs are placeholders and are labelled as such in the project’s asset ledger.
Prototype clients are listed below. A download does not guarantee access to a public world server; the current documented test server is LAN-based.
Version 0.2.1 · 4073 MB
Download for Windows (.exe)Run the downloaded installer. Review your security prompts before opening the application.
Update checks are fixed in this build. Very old installs whose own update check predates the fix must run this installer once.
The Windows client is 0.2.1, built with protocol 1.11.0 and content 1.9.0 — the marches of Elaranth (Drozgakh, Tinmill, Brakkvorn). Adds account login over the network (fixed handshake) and hardware ray tracing.
Development builds can be run from source — see the project repo README for build instructions.