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Getting around

Movement, the satchel, the fence, and your score — the first things every Keeper learns.

From the Keeper’s Guide · kept current with the live game · updated August 2026

Moving and gathering

Hold and drag anywhere on the Grounds and your Keeper walks toward your finger. There is no movement grid and no pathfinding puzzle — the Hollow is a place you stroll. Anything you grab out in the world goes straight into your pockets the moment you touch it. There is no separate collection step, no bag screen to open mid-walk, and nothing on the ground ever despawns while you dither.

The home Grounds of a Mythlings base: Training Yard, Breeding Hall, Nursery with eggs, Market stall, the Guide and the Builder at work
Home: the Guide, the Builder, and a morning’s worth of buildings on claimed ground.

Your buildings answer taps only while you stand inside your fence, on claimed ground. Out in the mist, a tap is for mist business — chopping, digging, reading glyphs, or clearing the frontier — so your walk never gets hijacked by a menu from home. It sounds like a small rule; it is the difference between exploring and constantly closing windows.

The satchel, and what falling costs

Finds ride in your satchel until you carry them home. Cross your own doorstep and everything banks automatically — no button, no ceremony, just the quiet clink of a run made real. If a mist beast knocks you down out there, you lose only what is still in the satchel. Anything already dropped off at home is always safe, and your Mythling itself is never at risk — the fallen simply rest for five minutes. That one rule shapes every expedition: go deep, but come home before you get greedy.

Keeper Power and the Power Road

Keeper Power is your score — one number for everything you have raised, built, and won. It grows as you hatch, upgrade, win, and expand, and it is the number other keepers see when they size you up on the boards. Tap it to walk the Power Road: a ladder of milestones where every stop pays a reward you collect once and keep forever. The Road doubles as the game’s long-form tutorial — each milestone explains the system it rewards.

The fence and the mist

Your claimed land ends at the fence; past it lies the living mist, in deepening rings — from the Shallow Mist near home down to depths where the light itself gives up. Step across with a healthy companion and the two of you join up automatically — you walk as one, which is what lets you brave the deeper, darker rings. Step back inside and you part again, no ritual needed. Deeper mist slows your stride and hides stronger beasts, so a fight out there is always one you chose — and the beasts notice you up close, not from across the map.

Want the ground itself? Tap the mist at your fence line and pay Mythwood to clear it — the fence moves out, and each ring deeper costs more. Wood comes from tree plots and chopping, which is a Brawler’s or Scavenger’s work, and the deepest frontiers will not yield to a Keeper who has not hatched enough Mythlings to hold them.

Take your first walk

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