Sword of Furybeta
A 3D world inspired by Rookgaard
A cozy island with round little people on it, and the rules of a 2000s MMO from before they got friendly. Dying costs experience and spills your backpack on the ground.
It opens in a tab on your phone or your computer, and it costs nothing, ever.
No download, no signup. Pick a face, walk out of the temple.
Free, all of it
Every item, every floor, all the quests. Nothing in the world is for sale for real money. There is no shop to buy from.
No VIP, no shortcuts
No premium account, no battle pass, no paid boost. Everyone plays the same game, and a high level means someone spent the hours.
Try it without an account
Guests walk straight in. If you decide to stay, turn it into a real account later and keep the character, the loot and the levels.
Phone and desktop
The same world and the same server on both. An on-screen stick and taps on a phone, keyboard and mouse on a computer.
The island is cozy. It is not kind.
The art is soft on purpose. The rules come from an era of online RPGs that never apologised for costing you something.
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Death takes something
You lose experience, and your backpack spills into a sack on the floor where you fell. Run back for it, or get there and find it gone.
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Food runs out
An empty stomach stops healing you. Eating is not a menu item you can ignore. It decides how long you can stay out.
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The dark is dark
Underground you see as far as your torch reaches, and the torch burns down. Six floors of cave go under the island.
What is waiting on the island
It is a live world with other people in it, not a single-player demo wearing an MMO hat.

A shared world
One server, everyone on the same island. The server decides every hit, every drop and every coin. Your progress lives there, not in this browser.
Parties
Group up and the experience is split between everyone who stayed close enough to earn it.
Mounts
Tame an animal and ride it. Several species answer to it, and some of them turn up in coats rare enough to be worth the hunt.
Trading, face to face
Offer items to another player and both sides confirm before anything moves. No way to be robbed mid-swap.
Your own market stall
Set up a stall, say what you give and what you want, and it keeps trading while you are asleep and logged off.
Houses you can buy
Save up, buy a real house on the map, lock the door, sleep in the bed and let in whoever you invite.

Quests and NPCs
Talk to people, take work, follow it in a quest log. Some of it is hidden well enough that nobody will hand it to you.

Bosses worth a party
Rare, dangerous fights that are not meant to be walked into alone, and they drop things you will not find anywhere else.

A bestiary that fills in
Every creature you kill writes its own page: what it hits for, what it drops, and how many you have put down.
Day and night
The island runs on one clock, the same hour for everyone: dawn, daylight, dusk and a real dark night, four times over in a real day.
Eight trades to learn
Three of them take things out of the island and five turn what they took into something else. The work takes real time and it levels as you do it. The best equipment on the island is made, not looted.
Woodcutting
You swing, the tree comes down, and later it grows back.
Mining
Ore veins in the rock walls. They move around, and they run dry.
Foraging
Berries, wheat, herbs and mushrooms, picked where they grow.
Smithing
Ore into bars at the forge. Bars into weapons, armour and tools.
Building
The workbench turns wood into planks, and planks into most of what a house and a workshop need.
Tailoring
Fibre into cloth at the loom, and that is where every costume gets sewn.
Alchemy
Herbs into potions at the still, some of them with effects that last a while.
Cooking
Wheat to flour to dough to bread, and better meals above that.
A look at it
Where it comes from
A fan project, by someone who has put more hours into Rook than was sensible (and not only there). Built from scratch, by one person and a lot of stubbornness. Nothing here is bought or sold, and it is affiliated with nobody.
- Tibia, before 2007 The rules: the real experience curve, the monsters and their numbers, a starting island with no class to pick, and a death that costs you.
- Torchlight The camera: close over the shoulder, looking down, the whole island readable at a glance.
- Spirit of the Island The finish: round chunky shapes, warm light, colours that stay soft even when the thing in front of you is not.
- Stardew Valley The trades: work that takes real time on purpose, and a number that goes up because you did the work, not because you levelled past it.
- MU Online The jewels: a rare stone that turns up with no explanation attached, and that you hold on to long before you know what it is for.
- Ragnarok Online The monster cards: a reason to keep hunting a creature long after it stopped being dangerous to you.
There is a Discord.
Somewhere to ask where to find a pick, report the bug you just hit, or read what changed in the last update. Small, and the person who builds the game reads it.
Join the DiscordThe temple door is open.
It costs nothing and asks for nothing. Worst case you lose ten minutes. Best case you lose a weekend.
Play nowRuns in this browser. No download, no account.