The PvE campaign · Nine fallen realms

The Journey

A solo campaign across the nine fallen realms. Each one crystallized around a single note of the Song when Tritonus shattered it — and each is a chapter in the war to take that note back. You ride out from Sonentius, alone, into the silence.

You fight for a Song you have never heard.

How a Journey plays

One node at a time

The Journey is not an endless treadmill. It is a war fought in small, deliberate fights — each one a lesson in how to build a team that holds.

Step one

Spend Energy

Every attempt costs Energy. It regenerates on its own over time, or you can refill it with RSNC when you want to push. Energy is the rhythm of the Journey — it asks you to come back, not to grind without end.

Step two

Attempt a node

Nodes are curated encounters, each teaching a different shape of fight. A boss node is single-target burst. A swarm node is AoE under pressure. An attrition node rewards sustain. Read the node, then bring the team that answers it.

Step three

Take the spoils

First clears pay rich — RSNC, ingredients for the Kitchen, gear for the Forge. Repeat clears pay lean but stay open, so a node you’ve beaten is still a place to farm. The realm gives the most the first time you make it bleed light.

Step four

Earn your Stars

Clear a node well and it grants one to three Stars. Stars stack toward cosmetics and milestone RSNC payouts — the quiet record of how cleanly you carried the fight, not just that you survived it.

Three difficulties

How deep you go into the fall

Every realm can be heard at three depths. The same ground, the same Herald — but each pass remembers more of how the realm was broken.

I

Normal

The realm as the Echo first hears it

The surface of the fall. Enough to teach you the realm’s shape — its enemies, its rhythm, the way its note still flickers under the ash. Where every Journey begins.

II

Hard

Deeper into the realm’s memory of the Shattering

The realm remembers more here — the way it broke, the heroes it lost, the silence that took them. Enemies hit the patterns you learned and punish the corners you cut. Composition starts to matter.

III

Nightmare

The realm as Tritonus hears it

The true end-game. The fall stripped to its cruelest truth, scaled to the will that caused it. Nothing forgiving remains. Clear it and you have heard the realm the way the Tenth Note does — and beaten it anyway.

What you fight

The enemies of Dissonance

Every node sends a different face of the silence. Husks drained of signal, noise given bodies, heroes hollowed out and turned — and, at the end of a realm, the fallen god who once sang its note.

The Muted

Fodder

Echoes drained of signal — husks that shamble toward sound to smother it. Their mouths open, but nothing comes out. They never speak. They are pitied, never mocked.

Static

Swarm

Mindless noise given bodies. Individually nothing; in mass, overwhelming. They escalate wave by wave — Crackle, Hiss, Roar — made of the sound breaking down.

The Detuned

Elite

Corrupted mirrors of the nine classes. They were Avatars once. Now the X-sigil cancels their element and turns them against the Song they were forged to carry.

The Unsung Choir

Chapter bosses

Tritonus’s lieutenants — the four ways a signal dies: Attenuation, Distortion, Interference, Damping. They recur across every realm, season after season.

The Heralds

Region bosses

The realm’s own fallen Keeper, Detuned. The god you spend four chapters learning to revere is the thing you must destroy in the fifth. Defeating a Herald frees its note.

Feedback

Weekly Trial

The fifth Choir member — amplification turned cancerous. It cannot die. It returns every week stronger; the scaling factor is its growth. It remembers losing.

Feedback has returned. It remembers losing.

Region I · Live now

Cinderfall

Fire · The Pulse

A realm of forges gone cold.

The drumbeat that was the world’s heartbeat has slowed to one beat a day. Ash remembers being fire. The Emberguard keep the Last Ember burning while the silence closes in — and the hero who could save them is the one you must put down.

Region Herald
Embric the Pulseless
Note at stake
The Pulse

The five chapters

  1. 1

    Arrival

    Attenuation

    The realm is fading. The Emberguard fight to keep the Last Ember lit.

  2. 2

    Familiar Faces

    Distortion

    The Detuned appear — the Emberguard’s greatest heroes, returned and wrong.

  3. 3

    Divided We Fall

    Interference

    The realm turns on itself. Tritonus speaks for the first time at the gate.

  4. 4

    The Deep Silence

    Damping

    The march into the Pulseless Caldera, where survivors who stay too long simply stop.

  5. 5

    The Keeper's Jail

    Embric the Pulseless

    Embric, the First Pulse, holds the line Detuned. Free the Pulse and the drums return.

    The climax. Put down the First Pulse and the drums return — the realm’s heartbeat, and its note, are yours.

The realms ahead

Nine notes fell. Nine realms wait.

One realm un-seals with every Forge season — a new fallen world, a new note to take back. The Journey is evergreen: it never closes, it only grows louder.

Region IISealed

The Stillair

Wind · The Breath

The carrier wave has gone quiet.

Region IIISealed

Meridian Deep

Water · The Flow

The melody that moves, frozen mid-current.

×6

6 more realms still silent. Their notes — and their fallen Keepers — wait for the seasons that will name them.

Progression

The Echo’s Ladder

Ten rungs from a faint ripple in the Void to a Resonant that the Song answers. Your Battle Level boosts your stats across every PvE fight and scales the RSNC each realm will let you farm.

Climb to carry louder
  1. 01Echo
  2. 02Signal
  3. 03Pulse
  4. 04Cadence
  5. 05Harmonic
  6. 06Overtone
  7. 07Amplitude
  8. 08Crescendo
  9. 09Reverb
  10. 10Resonant

The silence is waiting.

Cinderfall is lit. Ride out from Sonentius, spend your first Energy, and take back a note the Shattering scattered. The realm only stays silent until someone makes it ring.

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