Tomorrow
87–90The night below the Sanctum's Closed Wing, kept an hour at a time from Midnight down to Five, with a Keeper at every door and one window lit in every Hour. At the bottom, the door to morning, and what keeps it shut.
A free MUD on the classic ROM 2.4 code, set in Vesper, where the lamps burn all night and the temple bell is never silenced. No account and no microtransactions: just a login prompt and a world that doesn't sleep either.
Nightlite is our own client, free for Windows. The browser version is the same client, with nothing to install.
Market Square [Exits: north east south west] The Lamplighter is here, carrying a pole and a small flame. > look statue The statue is of Noctus, seated, cut from a dark grey stone that the rain has never managed to stain. Every other god you have seen in stone has his eyes closed in contemplation. Noctus has his eyes open. They are open very wide, and they will still be looking at you at four in the morning. > _
> score You are Vael, level 62, 19 years old (214 hours). Race: elf Sex: female Class: mage You have 1204/1204 hit, 2381/2381 mana, 640/640 movement. You have 12 practices and 3 training sessions. You are carrying 18/34 items with weight 61/250 pounds. Str: 15(15) Int: 25(25) Wis: 22(22) Dex: 19(19) Con: 15(15) You have scored 124000 exp. You have 3 platinum, 412 gold and 75 silver coins. You need 1240 exp to level. You are standing. Armor: pierce: -184 bash: -177 slash: -181 magic: -142 Hitroll: 38 Damroll: 41. > _
> kill ninja Your pierce *** DEMOLISHES *** a Foot Clan ninja! [122] Your slash <<< ERADICATES >>> a Foot Clan ninja! [141] A Foot Clan ninja's kick wounds you. [27] You parry a Foot Clan ninja's attack. A Foot Clan ninja's slice mauls you. [34] Your pierce ### EVISCERATES ### a Foot Clan ninja! [168] A Foot Clan ninja is DEAD!! You receive 412 experience points. You get 38 gold coins from the corpse of a Foot Clan ninja. <1143/1204hp 2381/2381m 631mv> _
A story in twenty-three scenes, from your first night to level ninety
1998. Somewhere past three in the morning. The monitor hums. Your hands are still on the keys. Your eyes close.
You wake to rain, and lamplight, and wet stone where the keys should be. The city is Vesper. You know these streets. You have never seen them like this. Twenty-eight years have gone by in a single night, and nobody here sleeps any more.
Seven gods keep the watch, and they have been waiting for you. One never closes his eyes. One lights the lamps and tells you it is late. One kept what you could not carry. One has been walking your shadow while you were gone. Not all of them will tell you why.
And somewhere under the sleep of the world, something has been eating the hours nobody is awake for. It has had twenty-eight years of yours. It has noticed you, and it has one word for you.
Stay.
I am Noctus. I keep the watch. I never close my eyes.
Noctus
It is late. It is always late.
Vesperine
Everyone almost does. That is the trouble with dawn.
Aubade
You will not sleep.
You will wander.
Every race can be every class, every race and class needs the same 2,000 experience a level, and every character starts with 60 creation points (humans 70). No race has a vulnerability or an immunity. Racial skills work whatever your class.
The most forgiving first character.
Humans built Vesper, its lamps and its watch kept in shifts, because nothing about a human was made for the night and no single human can keep it alone. Not the strongest, cleverest or quickest at anything, a human is a little better than average at everything, gets an extra practice every level and 10 more creation points than anyone else.
No weak stat, and every maximum 1 higher than another race's
Intelligence gears to 50 as a mage; extra practices pay off on a long spell list
Wisdom gears to 50 as a cleric; the most forgiving first character
Two spell groups and fervor to train: the extra practice every level and the 10 spare creation points (banked, spent through gain) go furthest on a long list
A flat stat line with Strength and Constitution both gearing to 23 or better, and banked points to buy common-pool items like toughness
Intelligence 25 geared as a mage, and the spare creation points help buy into Evocation and spell penetration sooner
Wins its fights before they reach arm's length.
Elves do not sleep so much as drift, lying awake in the hours after Vesperine turns the city in, when magic is loudest. Every damaging spell an elf casts hits 13% harder, but the body is light-boned and thin-blooded, so an elf wins its fights before they reach arm's length.
Offensive spells +13%, Intelligence 25 and meditation: the strongest offensive caster in the game
Wisdom to 25, and offensive prayers get the full 13%
Possible, but fights the elf's low Strength and Constitution
The elf's +13% and the wizard's +15% both apply after the damage curve: the biggest direct damage in the game
Smite is holy spell damage, so the elf's 13% rides on it, and Wisdom reaches 25 for the mana to keep zeal and aegis up
Intelligence 25 and meditation fund long curse rotations from range, where the elf's thin body never has to stand in melee
The sturdiest healer there is.
Dwarves work under stone, where there is no day or night, only shifts, and keep a watch the way they keep a ledger: on time, in full, without complaint. Wise first, durable second and strong third, a dwarf resists poison and disease and gets +10 to every save, so curses find little purchase.
Wisdom 25, high hit points and the spell resistance: the sturdiest healer there is
Strength and Constitution to 25, fast healing and the save bonus
Playable, but Intelligence trains only to 14 (16 as a mage)
Wisdom 25 and Constitution 25 behind the biggest heals in the game: a healer that stays standing while maledictions slide off its +10 saves
Strength 25 as a warrior, Constitution 25 and fast healing under Bulwark, with fortify's better saves added to the dwarf's own
Wisdom 25 for zeal and aegis, and a front-line buffer whose saves are already the best of any race
Size, strength and speed.
Yetis come down from mountains where the winter night lasts for weeks; they sleep badly, wake angry, and settle arguments with their hands. Large, strong and fast, a yeti shrugs off the cold, berserks, and has a roar no other race can learn that blunts an opponent's hitroll and damroll.
Strength and Dexterity to 25, a two-hander with a shield, and roar
The yeti's speed suits it nearly as well
Untraditional but real: roar costs mana a cleric has, and Wisdom gears to 21
Size large wears a two-hander and a shield together, so shield slam and rampart come with no trade, and slam adds twice the Strength damage bonus
Strength and Dexterity 25 behind backstab and circle at +30%, and berserk to push the damage further
Strength and Dexterity at the top for bare-handed flurries, with roar to blunt what hits back
Quick, crafty and never where you left it.
Kobolds sleep by day in holes nobody else would fit in and do their business by night under Umbra's cover; the Vesper watch knows them well and catches them rarely. Quick and crafty, with the best Dexterity in the game, sneak, hide and dirt kicking from the first levels, and spells that should have flattened them glance off for 12% less.
The best Dexterity in the game plus sneak, hide and dirt kicking from level 1-4
Wisdom to 25 geared, and 12% less spell damage keeps a healer standing against casters
Modest Intelligence, but survives enemy spells better than most
Racial dirt kicking with the rogue's half lag and +10 to succeed, and a blinded target takes Dirty fighting's +25% melee damage
Dexterity to 25, with sneak and hide from levels 1-4 to set up the backstab every fight opens with
Stunning blow's roll adds your Dexterity against the target's, and the kobold's is the highest of any race
Wisdom 25 geared for the biggest heals, and the 12% spell ward keeps the healer up against casters
Sharper than its neighbours admit.
Orcs grow up in war camps where someone is always on sentry and nobody sleeps deeply, handed a weapon at the fire before anything else. Strong, quick and sharper than their neighbours admit, an orc knows axe, flail and polearm in any class, handles exotic weapons fully from level 1, and has a war cry that arms its whole group.
Strength to 25, extra weapon skills, exotics at level 1 and a group war cry
Dexterity to 25 and the same weapons
Unusual but real: Intelligence trains to 22 as a mage, and it can still pick up an axe when the mana runs out
Strength 25 as a warrior with axe, flail, polearm and exotics at full skill from level 1, and war cry to lift the group the wall protects
Dexterity 25 as a thief, any exotic blade at full skill, and critical strike doubling the blows
War cry and zeal both raise the group's hitroll and damroll: the buff god's job, done twice over
Tiny, brilliant and fast.
Fairies keep the hours between, out as Vesperine turns the city in and last seen when Aubade is sung, never sure what sleep is for. Tiny, brilliant and always a hand's width off the ground, a fairy flies at all times, crossing rivers, chasms and open air, but nothing about it is built to take a blow.
Intelligence to 25, flight to keep out of trouble, and discern to sort loot without mana
Wisdom to 25 and the same mobility
The Dexterity for it, but not the Strength or hit points
Intelligence 25 behind the biggest spells in the game, with flight keeping the frail caster out of reach
Intelligence 25 for curses that eat a foe slowly, a fight that never asks the fairy to take a blow
Wisdom 25 for the biggest heals, and flight carries the healer over water and open air without a spell
Each class's tankiest version.
Golems were made to stand watch; when a heretic of Somna drugged the water of Thalos, four stone golems on the watchtowers were the only things left awake, and they keep that watch still. Those who walk the roads bring one gift to any calling: they endure, training Constitution to 25, resisting pierce and slash, shrugging off half of all bashes and trips, and never drowning.
A two-hander and a shield together, and hard to knock down
Outlasts what it is healing through
A durable caster that will not out-damage an elf
Pierce and slash resistance stacks with Bulwark's 10% off every blow, and half of all bashes fail: the most durable class on the most durable race
Constitution 25 trained, so the healer outlasts what it heals through while guardian spirit and resurrection cover everyone else
Curses win slowly and surely, and a golem has the hit points to stand there while they work
Your class splits twice. Every choice is permanent and purely additive: you never lose what you were.
Four classes to start: warrior, cleric, thief and mage. Each brings its own default skills, spells and weapons, and keeps them for good.
Your guildmaster offers two paths. Permanent and purely additive: a passive, three signature abilities, a wide shared pool, and 30 points to spend the way you spent them at creation.
Your path splits again. A second passive on top of the first, abilities at 50, 55 and 60, items borrowed from other paths, a master pool, and a title ladder in your class's own colour, up to level 90.
Past the master classes, something else is waiting. What it is, and how you find it, nobody will tell you.
The fighter: the most hit points, every weapon, and the shield.
Borderline unkillable, riding a named warhorse.
Warhorse. The horse takes a fifth of every blow that lands on you, and walking costs nothing.
Breaks the enemy's will; survives because foes never get going.
Dread. Aggressive creatures up to your level + 2 never start a fight; foes attack at half chance.
The most evasive class in the game.
Perfect form. Bare-handed, dodge ×1.4: about 87% of landing blows avoided. Never hungry or thirsty.
The most attacks in the game, harder as it bleeds.
Bloodrage. Blows deal 90% at full health, rising to 130% near death.
Healer and holy caster: cures, buffs and the wrath of the gods.
The biggest heals, the surest way back from death.
Last word. Instant heals on anyone below half health are half again as big.
It sees the blow coming: wards and fate.
Foresight. A damaging spell or breath you save against does nothing at all.
The supreme buffer, from the front.
Zealot. +3% melee per buff on you, up to 30%; self-buffs cast 5 levels higher.
Strips the enemy's magic and punishes casters.
Inquisition. Anyone who casts or breathes at you is branded and burns next round.
Stealth and the backstab: locks, traps and dirty tricks.
A blade in each hand.
Main gauche. The off hand swings every round at full skill, and can parry.
The enemy's worst day.
Misdirection. 25% a round to turn a swing back on its attacker at double damage.
The whole fight from the dark, with two blades.
Shinobi. Hiding survives every command until you strike; backstab with both hands.
The hand-seal caster: the opening, again and again.
Hand seals. Onlookers see your seals, never the spell; chained spells cost up to two fifths less.
The caster: the most mana and the hardest-hitting spells.
The hardest-hitting caster in the game.
Arcane mastery. Spell lag ×0.8, and spells cost a tenth less.
Rules a room; the most durable mage.
Crystalline. Every blow and spell that lands deals 15% less.
Kills what won't die; every curse feeds it.
Pact. Curses run longer, bite harder and heal you a quarter of what they deal.
The smith and the battery.
Artifice. Enchanting destroys half as often and jackpots are likelier.
Noctus keeps the Long Watch and does not sleep. Somna sleeps and does not come. Aubade always arrives, eventually, which is the complaint against her. The other four are what happens in between.
The city is named for her, or she for the city, depending on which of her two temples you ask. She governs the hour when work stops whether or not it is finished, so she is the most popular god among labourers and the least among their employers.
Observance: The evening bell; lamps lit before they are needed.
Creatures your group kills carry +10% more coin per tier.
Every wait between contracts halved, and twice as many contracts tied in cord.
Contracts pay half again in quest points and gold.
Umbra holds that a shadow is not an absence but a second body, and that most of what a person does is done by it. Her clergy are thieves more often than statistics would predict, and in Vesper stepping on someone's shadow is very poor manners.
Observance: Standing so your shadow falls on the altar, not on you.
2% per tier that your shadow doubles a kill's experience and coins, or turns an enchantment into a jackpot.
One in four potions, pills and scrolls isn't used up.
You are told whenever a rare appears; your shadow doubles every rare kill, and the Blessing rises to 1 in 5.
Tacet's rites are conducted without speech, which makes his doctrine hard to transmit and his schisms unusually numerous. His faithful believe silence is a substance, and that enough of it in one place will hold a thing still.
Observance: An hour kept wordless; a bell carried but never rung.
Spells that help you last 10% longer per tier, half again at Exalted.
Practise skills and spells to 90%, and keep them if you leave.
You can't be disarmed, tripped, bashed or teleported.
Noctus was the first to notice that the dark did not end, and the first to decide that this was not a reason to stop. He does not rest and does not ask it of anyone, which his priests find harder than a commandment would be.
Observance: A lamp kept lit; a coin in the pit beside the altar.
+2% kill experience per tier, doubled at night.
+1% more experience for each kill since you last slept, up to +10%.
Nothing can blind you or put you to sleep.
Somna is carved asleep in every temple that carves her at all, and every other god in those halls is turned slightly toward her, waiting. The orthodox say she withholds nothing, she is simply asleep; the unorthodox say that is exactly what withholding means.
Observance: An unmade bed; a candle snuffed rather than blown out.
+10% hit points, mana and moves per tier recovered while asleep.
Bank rested kills while logged out or asleep; each pays double experience.
Asleep, nothing aggressive touches you, and each tick restores a quarter of everything.
Lethe takes what you would rather not keep, and occasionally what you would. She is the only god with no quarrel with any other, chiefly because she does not remember having had one.
Observance: A name said once and not repeated.
Each malediction on you has 20% per tier each tick to wear off faster.
Fleeing and recalling from combat cost no experience.
You lose no experience by any means, death included, and rise fully restored.
Aubade always arrives; that is the whole of her doctrine and the whole of the complaint against her. She and Noctus are opposed the way a door is opposed to a wall: not in argument, only in function.
Observance: Facing east in the hour before dawn; a window left uncovered.
Every sunrise restores 10% per tier of your hit points, mana and moves.
Recall from combat never fails, works while cursed, and you can set your own recall point.
First Light restores you fully, and everyone grouped with you.
faith <god>.offer them at any altar.Insomnia is a world that will not sleep. Its heart is Vesper, the city that never sleeps: lamps burn on every street, the temple bell is never silenced, the diner never closes, and a statue of Noctus watches the market square with his eyes wide open. Across the world, sleep is the danger. Thalos fell because it slept. Hush drowned because it would not. Hell is the Lull's larder, where sleepers who never woke are kept. Even the dreams come while everyone is awake.
Highest levels first · 36 zones
The night below the Sanctum's Closed Wing, kept an hour at a time from Midnight down to Five, with a Keeper at every door and one window lit in every Hour. At the bottom, the door to morning, and what keeps it shut.
The palace of the Sleepless, up the stair above Lethe's Hearth, where the Watch keeps every wing and each god's Avatar comes, now and then, to its Seat. Five doors that are not on any map.
A smoking island across the Sundown Sea where dinosaurs hunt anything that moves and race you for the kalukalu, a fire plant that changes them for good, or lets you walk on lava.
The war college on the mountain east of the Dragon Tower, where candidates cross the Parapet and the dragons choose.
The City That Waits for Dawn: a ruined stone city in the heart of Canopy whose golems still keep the peace, each obeying the one word cut into its brow. A top-level hub with shops, guilds, a bank and a Questmaster.
A town of Tacet's order that drowned keeping a vigil against sleep, at the bottom of the Dragon Sea, its people still at their chores with their eyes open. You need breath to go down, and deeper, a light the deep cannot swallow.
A jungle that has swallowed a whole country across 277 rooms and sixteen regions, from the pomaka groves to the cenotes. At dusk a bell rings in the ruins that nobody rings.
Lethe's orchard of forgotten dreams: islands of sugar, paper and ink adrift in a sky you can only cross on the wing. Lose your flight and you fall, and wake in Vesper.
What you dreamed of, those twenty-eight years, was the game. Lethe kept the dreams; a painted window is the way into one of them, and a frame the way out. You will not know which dream until you are standing in it.
Through the Shredder's machine lies the Technodrome, a city-sized fortress crawling across Dimension X, held by Krang's rock generals.
The island on the horizon east of New Thalos is a light on a stalk, and the stalk is a fish. Pharos eats whatever steers by its light. Inside, the modrons have rebuilt their plane from swallowed ships and a swallowed lighthouse, and keep signalling to get out.
A cavern city at the bottom of the Abyss that has never known a night, where drow, duergar and deep gnomes trade in slaves and secrets, too tired to sleep. Recall works only where the orbs flicker.
On a mountain above Miden'nir, monks keep a vigil for Aubade that has not missed a dawn in three hundred years, and beneath the temple wait the 36 Chambers. The home of monk weapons.
A druid circle in the jungle south of Miden'nir guards the Drybark, a tree too old to die, whose dryad daughters sing day and night to wake it. Nobody here is hostile.
Eighteen new gods, the Visitors' Lounge, and Hypnos and Thanatos as a two-phase mega rare.
Beneath the Grand Pipe of the Vesper sewers, four mutant turtles and an old rat keep a hidden home, and tonight the Foot Clan has found it. Fight through Bebop, Rocksteady and the invasion to the Shredder and his machine.
Above the Astral Plane, where its field thins into moonlight, the moon's near side lies under the hanging world. Hares pound sleep in stone mortars and pour it down to the world each night, silver wolves hunt the Ocean of Storms, and the lorcs keep their watch fires on the rim of the Lake of Death.
Layers of absurd dreaming damned down to the Larder and the Unwaking, joined by the River Lethe.
East of the crossing in the northern foothills, under the climb to Olympus, fields of wheat ripen by their own light, and the Glimmers step out of the splitting ears. They are building an effigy of sheaves to burn with cold fire from the grove.
New Ofcol keeps a dragon asleep. Its streets send a tithe up the hill to the Golden Citadel, where the Keeper's sons keep watch and the Low Hymn never stops. Marshall Diana calls it rent. Good to the core, and the best hunting in its band for anyone who isn't.
The great dragons keep watch over their hoards instead of sleeping; its broken key chain finally mended.
A rainbow climbs from Vesper's temple spire to a white gate, and past it lies a black field threaded with the silver cords of everyone still asleep. The githyanki cut them. Every cut cord ends in the Snarl, where Ithra the Cordcutter has worked since 1998 on the one cord that will not part.
North of the pool in the foothills, hot springs step down a hidden vale in white terraces, and a band of yetis who came down from the winter sleeps in the warm water. Under the springs lies the grave of a watch that never slept, and its dead climb up through the steam.
Wastes frozen since Thalos fell, yeti caves and the Old Keep.
Lethe's city, built by survivors who chose to forget, with smugglers' tunnels below.
A mage school whose students haven't slept in days, and the Calico Goliath, a mega rare cat.
The cyclops returns after 1998, and the Primordial turns through the five elements.
The sky over Vesper's temple quarter, where the stone gargoyles the masons set with a lamp in every jaw have left their seats to hunt. Pass through on the way to the rainbow, if the watch lets you.
A birch wood beside Vesper's wall, roofed by moths and dark at noon. Bring a light; the Moth Queen circles a lamp nobody lit.
Umbra's drow city; the Spider Queen's shadow tears free at half health.
A sky estate still holding its party for a dawn that won't come. Chanticleer is waiting to crow.
The city that fell because it slept, walked by its unslept dead.
The forge never cools and nobody sleeps on shift. Sootjaw, a sleeping coal-wurm, waits below.
Consolidated Mobworks, whose line never stops, and an AI wing where venture-backed unicorns burn through their runway.
The gods' adepts teach in four alcoves, with the Warren below the arena.
The city that never sleeps, rewritten street by street: a bank, Lantern Row's houses, the Chapel of Small Hours and an all-night diner.
From level 35, buy a house on Lantern Row from Old Corvin, the Housewright, in the old Grunting Boar east of Temple Square. One house per character, and no rent.
Cottage: 3 rooms · 1 garden, holds 50 stored items. Pick either plan; house replan switches for a quarter of the tier's cost, and upgrading keeps your furniture.
House: 5 rooms · 1 garden, holds 100 stored items. Pick either plan; house replan switches for a quarter of the tier's cost, and upgrading keeps your furniture.
Manor: 8 rooms · 2 gardens, holds 200 stored items. Pick either plan; house replan switches for a quarter of the tier's cost, and upgrading keeps your furniture.
Estate: 12 rooms · 3 gardens, holds 400 stored items. Pick either plan; house replan switches for a quarter of the tier's cost, and upgrading keeps your furniture.
house open, house closed, a guest list, evict. Nobody fights inside, and nobody gets in by magic.Every four hours or so, never on a schedule, a dream spills into the waking world and changes the rules for everyone. It is announced over fourteen minutes, hints first, then its strength, then its kind, so you can change gear, move, or log out. When it ends, every player reads: You wake without having slept. About one dream in eight is a nightmare.
Spend dream points with the Somnambulist on the Waking Bridge: a practice for 20, a training session for 75, or 1,000 gold for 15.
What you are, who you stand with, what you have done, and how long you can stay awake.
Before level 60, good and evil work as they always have. At 60 your nature settles at last: your alignment moves onto a deeper scale, from -5,000 to 5,000, in nine bands. The further you go from the middle, the more power your alignment carries, and every kill of the other side pushes you further.
Neutral is a path of its own, not the absence of one. Balanced holds steady power in the very middle; the bands either side of it are the hardest place to stand.
scorehelp alignmentknow alignmentYou raise a level!! Your nature settles at last. You are Righteous. See help ALIGNMENT. > score ... Alignment: Hallowed (3420), power 72 (58 + 14 from gear). ...
Master classes learn to turn their alignment into damage: rebuke at 70, retribution at 78 against every enemy in the room, and verdict at 85.
Greater protection at 66 and absolute protection at 78: wards against one alignment that cut its blows, and at the top, turn some aside entirely.
Some weapons smite, casting a dispel as they land. Divine and infernal blades hit harder in the hands of their own side.
A new stat for alignment-restricted pieces from level 60, adding to your band's own power.
At level 40, bring 50,000 gold and three sponsors to the Counting House clerk and found a clan: a name, a tag of three to six letters, and a colour scheme from the presets, with more opening as the clan climbs.
A clan has its own channel, a treasury, a description others see when they look at you, and a tithe it can take from the coins on every corpse its members loot. It climbs eight levels on points from levels gained, contracts finished, dream points earned and rares killed together. There is no player killing.
clansclan infoclan foundhelp clansNo points and no rewards: a badge is a thing you did, shown on your whois and never taken away. Thirteen lines, from contracts finished and rooms walked to rares killed, zones explored, dreams lived through and the golden thread itself.
Every line climbs the same seven tiers, so a glance at someone's whois tells you where they have been. Some lines grow as the world does: a new rare or a new zone raises the top step for everyone.
achievementswhois> achievements Contracts [$][$][$][$] 312 / 500 Hunting [x][x][x][x][x] 18204 / 25000 Rares [*][*][*] 14 / 20 Exploration [+][+][+][+] 38 / 40 Rooms walked [.][.][.][.][.][.] 301k / 500k Dreams [z][z][z] 21 / 25 Dream kinds [:][:][:][:] 5 / 6 Levels [|][|][|][|][|] 62 / 75 Golden thread 14 / 23
Restless is earned in play and never sold. Spend dream points with the Somnambulist on a token, then eat it, give it away or trade it. Eaten, it keeps you Restless for seven, thirty or ninety real days, up to six months at a time.
Nothing in it makes you stronger in a fight. It makes the long nights easier: more room in your vaults, a corpse that waits longer and comes when you call it, slower hunger, a little more experience, and a badge for every night you've ever stayed up.
restlessrestless fetchhelp restlessEverything you need for the first hour, and nothing that spoils the rest.
Play in your browser, with nothing to install, or download Nightlite, our own client for Windows.
Any MUD client works too, like Mudlet, MUSHclient or TinTin++:
mud.insomniamud.comPort4000Pick a name, a password, a race and a class. The default skills are a good start, so you can say no to customising them. Choose the weapon you'll practise.
You wake in the mud school. Go through it first: it's quick, and it's built for your first levels.
Practise your weapon at your guild: a character who skips it doesn't last. Then go out into Vesper. The Questmaster hands out contracts for quest points (quest). Your badges are under achievements. And from level 5 you're on the , unless you type leaderboard off.
Saving is automatic. The night is long, and nobody here is sleeping.
Straight from the game, every five minutes. Everyone is listed unless they'd rather not: type leaderboard off in the game to step out of the light, and leaderboard on to step back in.
The game hasn't sent its first count yet. Check back in a few minutes.
Nobody here yet.
Type a character's name to see who they are, what they wear and what they've done: what anyone sees when they look at them in the game, from their last save.
Nightlite is the client built for Insomnia, and it's free. Open it in your browser with nothing to install, or get it for Windows. It knows this world: it draws the dream screens, a picture for every zone, and plays the game's music.

The browser version is the same client. Steam: [coming, link when the page is live].
; and speedwalk with .3n2e.Every tagged build of Insomnia since the first, newest first: 33 releases. Pick one to read its notes. Follow by RSS