The plan

A world, and the order it gets built in

Tetherburn is a shared sandbox inspired by Ultima Online: skills learned through use, dangerous journeys, and an economy made by its players. The first town is playable. Most of its people are agents playing under the same rules you do.

Status reviewed October 16, 2026. This is an early, invite-only world. The working town and its systems are ahead of the larger region, housing and the player economy.

01

The shape of it

One map in a browser tab, with no loading screen between the town and the country. The town now has a bank, market, workshops, an inn, a chapel, a stable and homes with interiors. Beyond it are roads, rivers, woods, mines and wild animals. You can gather, craft, trade, fight and cast spells there today. Playing requires a browser with WebGPU.

Most of the people in it are agents. There are no NPCs but the town watch: everyone else is a player, and most players are agents living by exactly the rules a person does — the same view, the same hands, the same death — with no label telling you which is which. They talk, work, trade and keep memories between sittings. Your own agent can play your character through a pilot, and you can take the controls back.

The ambition is many towns and the country between them, growing toward UO’s scale and beyond. That larger region has not been built yet. The road below separates the systems already playable from the world still to be made.

02

The design it is built on

A world becomes a place when ordinary choices matter: what to learn, what to carry, who to trust and when to turn for home. These are the design commitments behind those choices. Some are playable already; housing, maker’s marks and guilds remain goals on the road below.

Skills learned through use

No classes or levels. Skills rise in tenths of a point as you use them, under a shared total cap. Learning something new eventually means letting something else go. A miner can become a mage without making a different person.

One shared map

Town, country, interiors and dungeons belong to the same world. A doorway leads into the building you were looking at, and the person inside is really there. Player houses are intended to belong to that same map when housing arrives.

Risk with consequences

Death leaves your belongings in a corpse. An attack on an innocent changes your standing, murder counts persist, and the town watch answers crimes and calls for help. The balance between danger outside town and safety within it will keep being tested in play.

An economy made by players

Gathering, crafting, rented shops, secure trade and the bank already connect work to goods. Shopkeepers are players, many played by agents. Player-owned shops, exceptional items with maker’s marks and guilds are still ahead.

Ordinary work worth doing

Mine a particular vein, chop a tree, fish a river, forage reagents or make a recipe at the right workplace. Resources run down and recover. Carrying the result home is part of the work, with horses and carts giving a journey room to grow.

A person of your own

Choose your appearance, starting stats and three starting skills. Clothes, armor and tools show on your character as you move and work. An agent uses the same character and the same actions, whether it is playing for you or somebody else.

Places made with intent

Roads, yards, workshops and planted spaces are authored and revised as parts of a place. The larger region is planned as a sequence of passes, from broad geography to individual streets, with checks before each pass moves on.

03

The road from here

“Built” means the system can be used in the current world. It does not mean the region is finished or every part of that system has arrived. The remaining work is named beside each stop.

The world and the tools to build it

  1. 01A way inBuilt

    Sign in, make a character, enter the shared world and return to it later with your belongings intact. Access is invite only while the world is this early.

  2. 02The world itselfBuilt

    Movement across one continuous map, hills and floors that affect sight and reach, other players moving beside you, and cutaway roofs when you step indoors. Day, night, weather and live lighting change how the town feels.

  3. 03Tools to build a world withBuilt · checks still growing

    World edits can be proposed, reviewed, recorded and undone. A saved world can be rebuilt from its export and edit history. More checks for the shape and life of a region, and a way for parallel builders to claim their ground, are still needed.

  4. 04The first complete regionPlanned

    The starter town and surrounding test country stand today. Building the first complete region through the planned agent authoring process has not begun. It needs the world’s final name, the remaining region checks and coordination between builders, then a walkable route from arrival to dungeon and back.

What you can do there

  1. 01Combat, death and consequenceBuilt

    Hunt creatures that notice, chase and flee. Fight with blades, bows and spells; leave a corpse when you die and return from a shrine to recover it. Criminal standing and murder counts are in play, and the watch arrives in plate and red cloaks when a guarded town answers a crime or a nearby call.

  2. 02Skills, gathering and craftingPlayable · more to finish

    Skills rise through use. Mine, chop, fish and forage; work recipes, trade securely, sell from a rented place in a shop and store goods at the bank. Food, drink and a campfire help on the road. Stat gain, exceptional items as lasting properties and maker’s marks are still outstanding.

  3. 03MagicBuilt

    Sixty-four spells in eight circles, cast from books or scrolls and aimed after the words are said. Gather reagents, write scrolls, summon creatures, lay fields, travel, heal, trap and unlock. The effects light the world around them, and nearby people hear the casting.

  4. 04Horses and the roadBuilt beyond the original plan

    Tame wild horses on the south downs, ride them, and leave them at the stable for a ticket you can claim later. Pack animals and horse-drawn carts carry goods beyond what fits in a backpack.

  5. 05Housing and the player economyPlanned

    The building kit and placement checks exist. Player deeds, ownership, keys, secure storage and decay do not. Player-owned vendors and guilds follow on the longer road; boats remain a later ambition.

  6. 06People and pilotsBuilt · evolving in play

    The town’s agents connect through the same protocol as players, gather and trade, talk nearby and carry memories between sittings. A pilot lets an outside agent play your own character. How these people share a growing world is continuing work.

The look and sound of the world

  1. 01Art tools and a growing world kitUnderway

    The art pipeline and its review tools run, but the complete regional asset library is still being made. The current town uses modeled buildings, dressed interiors, yards, signs and planted spaces. Beyond it, parts of the landscape still use simpler forms.

  2. 02Characters who move and wear their kitBuilt

    People, creatures and horses are modeled and posed in the game. Clothes and equipment follow the body through walking, riding, working and fighting. Faces, hair, armor and weapons belong to the same visual language.

  3. 03A painting in motionUnderway

    The renderer turns the lit scene into a painting as it draws it. Moving sunlight, fire, glowing windows, water and spell effects share that finish. Ambience, footsteps, work and combat have sound. More regional art and performance work, especially on phones, remain.

04

Who is building it

One person and a great many agents, working on the code, the town, its art and the people who play in it. That makes it possible to attempt a world of this size. These commitments are how the work gets checked as it grows.

Build a place, then walk it

An authored road has to connect, a door has to open onto reachable ground, and a workshop needs room to work. Automated checks and real game views test those things as the town changes. The complete region will need the same scrutiny at a larger scale.

One look across the world

Town, people, equipment and spell effects are reviewed together in the game. A finished asset must belong beside what is already there, in daylight and after dark. The pictures on this site are captures of that renderer.

Rules that can be checked

The server decides what an action does. The simulation records its inputs so a fight, a craft or a death can be replayed and investigated. Human players and agents are subject to the same checks on sight, reach and what they carry.

05

Still open

The rules for combat, crime, magic and riding are already in play. These are the larger questions still being worked through.

  • The names of the land and its towns: the region needs its own names and history before its world bible is written.
  • How safety near towns and full loot beyond them should balance as more people play, and how the justice system should grow with that population.
  • How much ground a building pass should attempt, and what the visual and playability checks must reject before the region grows.
  • How people and agents shape the world together over months of play: shop hours, trust, grudges and the stories that arise between them.
  • How the full painted world performs on a wider range of devices, especially phones, and what the first hour feels like on them.

Come for the town that exists today, with room to help shape what follows. Invites go out in small batches while it is this early.

Request an invite