An MMORPG adventure

Wavertree
Mountain

Survive • Build • Conquer • Remember

On the slopes of Wavertree Mountain, where mice, rats, squirrels, chipmunks, lizards, and gerbils have inherited the ruins of the old world, every choice shapes history.

One purchase. No subscription. No pay-to-win.

Scroll
❧

The ruins of
everything before

Long ago, the humans vanished. No creature alive knows why. What they left behind was reclaimed by the animals: crumbling city blocks, overgrown train yards, scorched forests, wild beaches, and silent peninsulas. Only the old pest-control machines never stopped working, and they still patrol the ruins, following orders no one remembers giving. Centuries passed. Societies rose. Languages, traditions, and rivalries formed among creatures who remember only fragments of what came before.

Now you step into the shadow of Wavertree Mountain. The mountain looms over everything: the smouldering Charred Forest, the mist-shrouded cliffs of Rock Point, the winding waterways of the Southern Forest, the fractured skyline of the City Ruins. Something ancient still runs beneath it. The oldest creatures speak of it in half-sentences and changed subjects, and lately it has begun to call out.

The world is not waiting for you. It is already alive, contested, and evolving. The mountain has always been here, and the secrets of every species' past lie somewhere beneath it. The question is whether you are ready to learn what they mean.

Inspired by legends

The spirit of beloved worlds breathes through every burrow and great hall: the hearth-bound honour of Redwall, the desperate ingenuity of NIMH, and the weight-bearing consequence of Sword Art Online. Layer in the depth of Warcraft, the faction warfare of Guild Wars 2, and the social economy of Final Fantasy XIV.

Redwall
Community, honour, hearth
NIMH & Rescuers
Ingenuity against the odds
SAO
Immersion with consequence
WoW & GW2
Deep MMO systems
Rust & Valheim
Survival building tension
FFXIV
Social economy & culture
❧

Wavertree Mountain divides them. Two great factions have emerged from the post-collapse chaos, each with a different vision for how small-creature society should be rebuilt, and neither is willing to share the territory equally. After generations of uneasy balance, the scales have begun to tip. Zone control is earned, lost, and re-earned constantly.

The Warren Compact
"Roots run deeper than blades reach."
Burrowers, builders, and believers in deep roots. They fortify the lowlands and forests, constructing vast underground networks and surface strongholds from salvaged old-world materials. Community is both their strength and their weapon.
Fortification & siege defence
Underground burrow networks
Resource production mastery
Herbalism, crafting & healing
Earned abilities: tunnel travel, shared defence, richer gathering & group healing
V S
The Ashborne League
"The wind favours those who move first."
Wanderers, scavengers, and pragmatists who move fast and strike hard. They control the wasteland approaches and high coastal cliffs, trading speed and cunning for what the Compact builds with patience. No territory is permanent. Everything is leverage.
Rapid strike & zone raiding
Coastal & high-ground control
Scavenging & trade networks
Ambush & mobility tactics
Earned abilities: old-route travel, a raid call, better trade & a group escape

Your standing matters. Earn reputation with your faction, with each species' kin, and with the towns whose notice boards you work, all the way from Hostile to Revered. Merchants price by it, the choices you make in the story shift it, and every rank of faction reputation unlocks a new faction ability. The Compact travels its tunnels, holds the line, and heals its own. The League takes the old routes, calls the raid, and scatters before the trap can close.

Every outpost shifts the balance. Claim one and fortify it with your faction, and everyone on your side reaps richer resource nodes, faster crafting, calmer critters, and cheaper merchants. Lose it to a siege and those rewards fall with it. The map is never finished.

❧

Six peoples.
One mountain.

Six playable species, each with distinct histories, cultural identities, and relationships to Wavertree Mountain's fractured world, and each with a passive gift and an active ability of its own. Three species stand with each faction, but all share one thing: the right to dig, build, and expand a burrow of their own.

The six playable species of Wavertree Mountain
Mice
Warren Compact
The Council of Elder Mice built civilisation on language, medicine, and agriculture, gifts whose source most mice have long forgotten, though the oldest tales point to the mountain. Mice are the most widely-travelled species by cultural mandate: every young mouse is expected to range far and return with knowledge.
Leaders: the Council of Elder Mice
Homeland: Forest Start and the Southern Forest
Abilities: Taught Minds, for faster crafting and research skills, and Scurry, a quick dart out of harm's way
Squirrels
Warren Compact
Squirrels follow the eldest and the largest of their number, pledging loyalty to the Compact while retaining fierce territorial autonomy. They hoard knowledge the same way they hoard acorns: selectively, strategically, and with great patience.
Leaders: their eldest and largest
Homeland: the forest canopies
Abilities: Keen Eyes, to see farther across the map, and Runner's Burst, a burst of free sprinting
Chipmunks
Warren Compact
Chipmunks keep the tunnels running. Solitary by nature, they never formally swore to the Compact, but they trade and shelter within its lands, and no one knows the island's hidden passages better. Fast, practical, and fiercely territorial underground, they are the unseen infrastructure of the Compact.
Leaders: none; solitary by nature
Homeland: the tunnels of the northern reaches
Abilities: Quick Feet, for cheaper sprinting, and Burrow Dash, a dive underground where no enemy can follow
Rats
Ashborne League
The Rat Programme made them faster, stronger, and more cognitively complex than any rat before them. They remember the cages, deep beneath the mountain. The League was born from that memory: take before you are taken from. But the world has changed, and the smartest rats know it.
Leaders: the Rat King
Homeland: the Wasteland and the City Ruins
Abilities: Scavenger, for extra salvage, and Slip the Cage, to shake off webs, stuns, and snares
Lizards
Ashborne League
Lizard tribes travel circuit routes older than either faction. They joined the League for mutual advantage, not ideology, and each tribe's Eldest treats the Rat King as an ally, never a master. Their knowledge of the island's land and waters has been passed down unchanged since before the Collapse.
Leaders: each tribe's Eldest
Homeland: sea cliffs, waterways, and rooftops
Abilities: Sun-Basker, for stamina in the sun and an easier swim, and Tail Drop, a last-second escape when cornered
Gerbils
Ashborne League
The Gerbil Clan was here before the rats escaped and before the mice began sending scouts. Every territorial marker they have placed predates both factions. They hold the Peninsula, the island's most vital chokepoint, and stand with the League because it respects their sovereignty. They will deal with whoever keeps the Peninsula safe.
Leaders: a Chief and Chieftess
Homeland: the Peninsula and the coast
Abilities: Desert-Born, for more stamina and no fear of the heat, and Drum Warning, which shows every nearby enemy to your allies
Universal Right

Every species can dig, build, and expand a burrow of their own. Burrow progression is at the heart of the game's loop, taking you from a simple scrape in the earth to a sprawling home. Dig out new rooms with better picks, wall them in dirt, wood, or stone, and furnish them with beds, workstations, and storage. Then dig deeper: tunnels link your burrow to your faction's outposts.

❧

Everything you need.
Nothing you don't.

Build & Fortify
Dig and furnish your own burrow, raise a barn, smithy, greenhouse, or triage tent, and help your faction build walled outposts that rise, fall, and change hands for everyone on the server.
Zone Control Warfare
Claim and fortify outposts to win bonuses for your whole faction, then hold them through PvP skirmishes and sieges. Settle scores in a duel, or declare war on a rival guild. Let your guard drop and rivals will breach your walls and topple your banner.
Epic Dungeon Runs
Instanced dungeons in every zone, packed with environmental puzzles, boss encounters, and rare loot. Brave them alone or bring your party.
Social Depth
Join a guild and build its hall from the ground up, run a tavern, or master trade across the island's regional auction houses. Find a group on the looking-for-group board, band together in raids of up to 24, earn titles and achievements, and climb the leaderboards. Traders and crafters are as vital as warriors.
Survival Crafting
Every tool, weapon, and shelter starts with what you gather. Pick a specialisation, from farmer and angler to engineer and smith, and become indispensable to your faction.
Peaceful Mode
Turn it on and the island's creatures won't start fights with you, so you choose when to take one on. A blue "!" marks every mission you can finish without fighting, and the economy needs artisans and merchants just as urgently as soldiers.
Fight Your Way
A full arsenal, from sword and spear to slingshot and boomerang, and every weapon has abilities of its own. Block, shield bash, and swap weapon sets mid-fight. If you go down, a friend can revive you.
A Living Island
Day gives way to night, weather rolls in, and the tides rise and fall, opening sea caves you can only reach at low water. Festivals and island-wide events bring the whole server together, and after dark, the island keeps mysteries of its own.
A Story in Every Zone
Hundreds of missions, from your first foraging run to specialisation chains, peaceful mission chains, and character questlines across the island. And under the mountain waits a mystery both factions are racing to solve.
A player fishing off a sandy beach on the island
Play Your Way

Peaceful Mode

Not every creature wants to fight, and you never have to. Switch on Peaceful Mode in your gameplay settings and the island opens up at your own pace.

  • Creatures won't start fights with you. If you want a fight, pick one. Whatever you take on fights back until you've slipped away.
  • A mission line of your own. A blue "!" marks every mission you can finish without fighting. Run letters for the chipmunk post across all nine zones in The Long Post, find small stories in every zone, and sew a new outfit for every road, so farming, fishing, cooking and crafting can carry you all the way.
  • Play alongside your friends. Peaceful and non-peaceful players share the same world and the same groups. One of you can fish while another fights, and your names glow soft blue so everyone knows who's keeping the peace.
❧

Nine distinct overworld zones spread across the mountain's terrain, each with its own ecology, ruins, and dangers. The mountain's shadow reaches every zone. What lies beneath it connects them all. Beyond the overworld, instanced dungeons plunge parties into the darkest corners of the old world: flooded laboratories, collapsed transit tunnels, and ancient predator lairs.

Starting Zones: choose where your story begins.

Starting Area
Forest Start
A gentler wood, kinder to those still finding their way. This is where new arrivals find their footing.
Starting Area
Rock Point
Sheer coastal cliffs, sea-spray mist. High-ground watch posts with a view of every approach.
Starting Area
Peninsula
Narrow land bridge, ocean on three sides. Home of the Gerbil Clan, who hold the island's most vital chokepoint.

World Zones: the contested territories spreading from the mountain.

Wild
Northern Forest
Dense canopy, predator-thick undergrowth. Rich in rare herbs and hidden burrow entrances.
Wild
Southern Forest
Ancient growth, winding waterways. The Warren Compact's heartland and spiritual home.
Contested
Wasteland
Barren flats and slag heaps. The Ashborne League's proving ground and staging area.
Ruins
City Ruins
Toppled towers and fractured roads. Endless scavenging routes and ambush corridors.
Wild
Beach
Salt air and driftwood camps. A neutral trading ground where factions grudgingly coexist.
Contested
Charred Forest
Scorched timberline, smouldering firebreaks. Rogue machines patrol the ash, but its charcoal and rare slag draw both factions in.
A purple spider from Wavertree Mountain, legs raised and watching
Creature Spotlight

The forests have fangs.

Spiders stalk the island's woods, patient and quick, and a lone adventurer looks a lot like dinner. Every creature on the island is getting new art and animation ahead of launch, and this one was too good not to share early.

❧
The smallest creatures cast the longest shadows, if only they dare to move.

The island's characters remember what you do for them. Help them and their questlines open up, along with recipes no loot table can drop. Out in the wild, guildmates, groups, and friends make the hard places survivable, and veterans can take new arrivals under their wing as mentors. Block, mute and report tools and chat filters keep the island a friendly place to be. The world rewards people, not just players.

The Mountain is calling.

Choose your faction. Dig your burrow. Leave your mark.

Wishlist on Steam

One purchase. No subscription. No pay-to-win.