EverRealm is a first-person, Elder Scrolls Arena/Daggerfall-style fantasy

RPG — a massive sprawling procedurally generated province, 50 unique towns, and

NPCs powered by a real language model that actually knows where you are,

what quests you're on, and what you've done, instead of picking from a

script.

THE WORLD

- A full overworld province with 50 procedurally generated towns, each

  with its own name, size, and architecture, plus a hand-built home

  settlement — a terraced hillside capital with a Shop, Blacksmith, Bank,

  Inn, Town Watch, and all three Guild Halls.

- Hand-authored dungeons and procedurally generated ones, each with their

  own monsters, loot, and layout.

- A real day/night cycle and calendar — shops keep trading hours, and the

  world doesn't stop while you're away.


LIVING NPCs

- Every innkeeper, shopkeeper, guard, and guild master is a real character

  you can talk to — dialogue is generated live, grounded in your actual

  location and quest state, not picked from a fixed list of lines.

- Wandering townsfolk with their own routines, and quest givers who

  remember what you've done for them.

A REAL RPG UNDERNEATH

- Join the Fighters, Mages, or Thieves Guild — train skills, rank up, and

  fast-travel between guild halls once you're a member.

- A full skill system: combat, magic, alchemy, enchanting, lockpicking,

  pickpocketing, and mercantile.

- Quests of every classic flavor — kill, fetch, deliver, explore, escort,

  and assassination contracts — both hand-authored and procedurally

  generated.

- A real crime & bounty system: get caught pickpocketing or breaking into

  a house, and the Town Watch will remember.

- Bank your gold, repair your gear at the blacksmith, and buy from a real,

  persistent shop inventory in every town.


CONTROLS

Key Action
WASDMove
EInteract
FToggle Torch
SpaceJump
PPickpocket
TTalk to Tavernkeeper
ZCrouch / Sneak
MMap
CCamp / Rest
IInventory
KSpellbook
QSpell Wheel (hold)
LAlchemy
UEnchanting
JQuest Log
TabCharacter Sheet
OOptions (Save/Load)


  (fully rebindable in Options)


A NOTE ON THE NPCs

NPC dialogue is generated live by a language model over the network, so

an internet connection is required to chat with them. If the connection

hiccups, NPCs gracefully fall back to a stock line rather than breaking —

you'll never get stuck.

This is a solo passion project, actively in development. Bug reports and

feedback are genuinely welcome!

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