Docs

Everything that's live today. One character, carried across every realm.

Account & sign-in

Your Robinhood Chain (EVM) wallet is your account — there's no email or password. Signing in is a free signature (no gas, nothing leaves your wallet) that locks a permanent, globally-unique name to your address.

Guests can walk around the Mainland to get a feel for it, but can't gather, trade, travel, or claim a name. Connect a wallet to actually play.

Never paste your seed phrase anywhere. The game only ever asks for a normal sign-in signature.

Realms

The world is split into separate maps. Step on a portal tile at the map edge to travel — your bag, gold, and skills come with you. Some portals are gated behind an average skill level.

Mainland — the safe hub: bank, shop, market, casino, spinner, land office.
Gathering — rich resource nodes and the only place you can build.
Wilderness — tougher mobs and better loot, but you drop your items when you die.
Arena — stake gold and duel other players one-on-one.
Emberforge — metal ore and smithing, gated behind a level requirement.

Gathering & skills

Equip the matching tool from your hotbar (keys 1–4), then click a node. Each gather grants XP in its own skill, and higher levels let you work faster and reach better nodes. Skills cap at level 50; your nameplate shows the average.

Axe → wood (Woodcutting)
Pickaxe → stone, coal, metal (Mining)
Rod → fish (Fishing)

Press I for your bag, K for skills. Items stack up to 999 per slot.

Combat

Equip a sword and click a target to attack; click again (or press F) to keep swinging. Practice safely on the training dummies in town before heading into the Wilderness.

Swords come in tiers — higher tiers hit harder. Buy upgrades at the shop as your gold grows. Low HP slows you down, so heal before it gets dangerous.

Fishing & cooking

Cast at a fishing spot and wait for a bite, then reel it in. Better fish need higher Fishing levels. Raw fish can be cooked into food that heals you.

Cook at a firepit — build your own in the Gathering realm, or use one you find. Firepits are for cooking and healing.

Land & building

Buy a plot at the land office on the Mainland and it's yours — first week's rent included. After that, land costs 40g/week rent (prepay up to 4 weeks in the Land Office). Stop paying and after a 7-day grace period the plot is repossessed — along with any guild farm built on it. You can list a plot for resale to other players at your own price, or take it back off the market any time.

In the Gathering realm you can build a firepit (cook & heal) and a shack once you hit the required level. Builds take ~30s to finish and you can move them later. If you're in a guild and own a plot, you can also build a farm on it — see Guilds & farming.

Gold & the bank

Gold is the main currency — it buys gear, cosmetics, land, and casino plays. It's deliberately scarce: the main faucet is the Traveling Merchant on the Mainland, who trades one gold for a big rotating bundle of resources (daily cap per player; bundles grow when the whole server is selling hard). Beyond that: sell to other players on the Marketplace, win the daily tournament pot at the gold pot (it scales with how many join), or get lucky on the spinner.

The bank is inside the Mainland bank building; walk in to use it. Store anything you don't want to risk carrying into dangerous realms.

Direct trading

Walk up to another player on the Mainland and click them to offer a trade (in combat realms, clicking a player attacks instead). Both sides add items and/or gold to the window; any change resets both Accept buttons, and nothing moves until both players accept — then the swap is instant and atomic. One-sided offers work too, so gifting is fine.

Everything stackable in your bag can be traded, plus gold. Trades cancel automatically if either player walks away, disconnects, or idles too long.

Gear & repairs

Tools and swords wear down with use — every chop, cast, and swing costs one point of durability. At zero the item goes dull: it still works, but at half XP (tools) or half damage (swords). Nothing ever breaks completely.

Repair at the Blacksmith on the Mainland: the cost scales with wear (materials plus a small gold fee) and every repair grants Smithing XP. The forge also does one-time Lvl 2 upgrades — +50% yield/damage — using metal from Emberforge.

Marketplace

Open it from the HUD anywhere. List resources and items for gold, browse other players' offers, and manage your own listings. Buyer pays gold, seller receives it — a normal player-to-player shop.

Quests

Check the daily quests panel for objectives like chopping wood, mining, or killing mobs. Each pays potions and XP (never gold — that keeps the economy honest), and they reset daily. They're a steady free supply of healing when you're starting out.

Casino

Spinner wheel — one free spin every few hours for gold and resources.

Mines — pick how many bombs are on a 5×5 board, then flip safe tiles to grow your multiplier. Cash out before you hit a bomb or you lose the bet. More bombs, bigger payouts. Gold only.

Death & tombstones

Die in a dangerous realm and your loot drops as a tombstone where you fell. Fight your way back and reclaim it before someone else does.

Bank valuables on the Mainland first and travel light. The safe realms won't take your loot — the Wilderness will.

Mounts & cosmetics

Mounts make you move faster — buy them in the Cosmetics panel and press Q to mount or dismount. Cosmetics also cover titles and name colors. All bought with gold.

Guilds & farming

Press G to open the guild panel: create a guild (100g, level 5+, name + tag) or browse and request to join one. Guilds have a leader, managers, and members, a roster cap you can upgrade, and a shared life meter — members feed it resources daily to keep the guild active and its +5% XP perk running.

Farming: a guild member who owns a land plot can build a farm (windmill) on it. Buy seeds (1g for 10, twice a day), plant, wait, harvest wheat, then grind it at the windmill into flour, which cures before it's ready. Members can take 80g of flour free per day; the rest is listed for sale — outsiders pay 1g per 80g pack, and the proceeds split 50% to the leader, 50% among the members. Bake bread at a firepit (flour + wood + coal) for a +10% XP buff.

Territory

Each gathering realm has one contestable zone — a marked circle with a banner (The Old Grove, Ember Quarry, Bone Ridge). A guild leader (guild of 2+) standing inside an unclaimed zone can plant the guild's banner; while held, guild members gather inside the circle at +25% yield and XP. Holding costs nothing.

Every Saturday 18:00–19:00 UTC the banner becomes attackable by non-members (3,000 HP, normal combat swings). If it falls, the zone is instantly unclaimed and any leader present can take it — including a third guild. Outside that hour the banner can't be touched.

$FLAT token

$FLAT is the access token for Flatworld, live on Robinhood Chain. You must hold at least 100 $FLAT in your wallet to play — it's a hold-to-play gate, not a spend: the game never moves your $FLAT, it only checks your balance (re-checked about once a minute, so buying in lets you straight through). In-game gold is still the currency for gear, land, farming, and the casino.

The contract address is on the landing page — always copy it from there and ignore any other address claiming to be $FLAT.