The world lives and works for you, combat rewards preparation
Novozarie is a real-time idle RPG about a living world and honest combat. Step away and your heroes keep working: settlers trade and raid, the market re-prices and the treasury fills up. Come back to collect everything they got done and lead your party into a fight where body parts, armour layers, damage types, bleeding and gear wear all count, with every battle recorded as a replay.
Registration is free: email, nickname and password. Nothing to download — the game runs in the browser.
How to start
No clients, no patches: three steps from a blank page to a hero already working for you.
- Step 1 — Create an account. Email, nickname and password — twenty seconds. The account keeps your heroes, stash and gold.
- Step 2 — Choose your path. Warrior, mage, rogue, archer or healer. Pick a name and gender — and you're in the world.
- Step 3 — Send your hero out. Hunting, gathering, zone raids or city errands. Progress continues even with the tab closed.
Combat simulated blow by blow, not one health bar
The server plays out every step: who reached whom, with what, and where the blow landed. Not an armour percentage but gear layers; not one health pool but body parts; not generic damage but slash, pierce, blunt and magic.
Six body parts
A blow lands on a specific part: head, torso, arms or legs. Torso or head at zero and the fighter drops; a broken limb you can live with. Wounds pile up and stay after the fight, so a party that came back battered is weakened just like a settler.
Armour is layers, not a percentage
Chainmail eats slashes and fears pierce, plates crumple under blunt, cloth tears from a slash, and magic bypasses physical layers — only magic resistance stops it. Overlapping layers decide who takes the hit: the gambeson under the cuirass works while the cuirass holds.
A shield substitutes, it does not just add defence
A blow is taken by the shield: damage ×0.75, higher wear, and arrows hit softer and less often. Blunt weapons pierce it with a 0.35 chance, and parrying no longer helps — a shieldbearer holds the line but is not untouchable.
Bleeding, poison and wear
A slash opens bleeding in stacks, poison gnaws at health through the torso, and gear condition drops with every fight, cutting both armour points and covered zones. Repair kits and bandages come in eight tiers: a kit below your gear's tier repairs worse, and a bandage stops the bleeding.
Morale, fear and panic
Every fighter has morale. Monsters radiate fear, while the undead and constructs feel none. Broken morale means concussion and panic: a fighter can drop out of the fight without losing a single point of health.
Loadouts win fights
Arrows are spent and half come back after the fight; a backup weapon saves an archer who gets reached in melee; auto-potions trigger at a health threshold, and mana potions are kept apart from healing ones. Stats matter, but preparation matters more.
Every monster is a character
A pack has its own armour template, damage type, magic resistance and at most one trick: poison, fire, regeneration or an aura. Settlers and heroes fight on exactly the same formulas — verified by a smoke test, not a promise.
A replay of every battle
The whole battle is recorded: turn by turn, with strike tracers, aggro lines and live bars of body parts and gear condition. You can see why the party lost that exact zone — and what to change in the loadout.
Fighter state: blood pool and body parts
Armour layers: points per damage type
- Mithril plate
- 114 slash · 95 pierce · 43 blunt
- Tier 1 steel: chainmail and plates
- 24 slash · 20 pierce · 9 blunt
- Wooden shield
- 14 slash · 13 pierce · 16 blunt
Armour points are tracked per damage type: slash, pierce, blunt. Magic is not stopped by layers — only magic resistance holds it.
Supplies and condition
Repair kits and bandages come in eight tiers per line: copper → orichalc. A kit below your gear's tier repairs worse (×0.75), a bandage stops bleeding, and the per-fight spend cap differs for a hero and a settler.
These are the real in-game interface elements — the same bars, chips and lines you see in the battle journal.
Dungeon runs: fight and reward at once, no travel
The rest of the game asks you to wait: travel, work steps, regeneration. A run is the opposite — a short session of a few minutes where the party clears room after room while the report and the loot arrive at once.
Account energy
Runs are paid with account energy: it accumulates over time, and the premium blessing raises the cap from 5 to 10.
Four rooms in a row
Three ordinary rooms and a lair. Health, mana, wounds and gear condition carry from room to room, a fallen fighter drops out, and the leader's fall ends the run — fighters that rested between rooms recover, and the report shows it.
Rewards at once
Loot goes to the survivors' packs, gold to the family purse, and the room chest plus the clear bonus to the shared stash. Sorting and selling can wait — the world is not running away.
What makes the world alive
There is no claim-your-daily-chest button here. Settlers have jobs, cities have treasuries, heroes have schedules, and the market's price moves with whatever someone carried in. Development runs daily, so the numbers occasionally shift.
The world ticks around the clock
It's the server, not a browser tab, that runs your heroes' jobs and the settlers' lives: close the page and the world keeps going.
Offline progress for up to 24 hours
Your heroes finish their trips, level up and bring home loot while you're busy elsewhere. Come back — collect the results and send them out again.
Settlers live their own lives
A living economy
Crafters list their wares, the city buys on demand, the treasury saves gold and takes a sales tax — prices shift with whatever someone brought to market.
6 crafts and 8 metal tiers
Blacksmith, tanner, tailor, woodworker, alchemist and cook. Metal climbs from copper and bronze through iron, steel and gilding to mithril.
A party, not a lone hero
The leader leads the followers, and all three fight the enemy in a single battle: a lone hero hits the zone ceiling fast, while a party goes deeper. Stash and gold are shared by the family.
A codex with the numbers
Items, recipes, monsters and combat skills — with damage, requirements and cost rather than lore. Knowledge unlocks in battle and stays in the codex for good.
A bestiary from slimes to dragons
The whole world, from copper to mithril
Zones grow more dangerous along the ladder of tiers: copper and tin veins at the first milestones, mithril and diamond at the last. Deeper in, the packs are meaner, the ore is richer and the loot is the best in the world.
Family, shared stash and treasury
Up to three heroes per account: one shared stash, shared gold, and the leader takes the whole party into the zone.
Everything drawn in one style
Items, monsters, interface icons and scenes — hundreds of frames in a single palette, no patchwork of borrowed assets.
The city lives while you raid
Settlers are not decoration. Every crafter takes orders from the treasury, buys raw materials at the market, levels up, outfits for the trade and rides out in parties of three to five. Some get rich, some fall in a far zone — it all happens on its own, on the world tick.
The world runs 24/7 and catches up on missed time, so in the morning the market greets you with new prices and your stash with fresh loot from your heroes.
Danger climbs the ladder of tiers: from copper and tin at the gates to mithril, diamond and the Undermountain Hall where the Ancient Dragon lives. Thirty-nine zones in total — and the depth beyond keeps growing.
Pack icons are hand-drawn and guard the bestiary — from greedy slimes to the ancient dragon.
The ladder of tiers
Eight metal tiers, each with its own gem, its own thread and its own unique enemy — that is how the world grows.
- Copper · zones 1-4 — Slimes, wolves and goblins, copper veins and flax. The tier's unique enemy is the Slime Matriarch.
- Bronze · zones 5-9 — Coal, tin and pine, bog lurkers in the marshes. Bronze is brewed here, and chief Grum holds his swamps.
- Iron · zones 10-14 — Yew, amethyst and mana thread; stone golems hold the caves, and the Mine Wight waits in the ravines.
- Steel · zones 15-19 — Ruby and rune thread, the ash of burnt pinewoods. Ash hounds and the steel knight keep the mines.
- Silver · zones 20-24 — Sapphire and silver-woven thread. Beyond the Gates of the Abyss live demons and drakes, and the Silver Wyrm waits in the rifts.
- Gold · zones 25-29 — Emerald and gold-woven thread: dragons hold the veins and chimeras nest right by the ore.
- Mithril · zones 30-34 — Diamond and mithril thread. The Ancient Dragon lies on gold in the Undermountain Hall, and the Abyss Threshold closes the list of zones.
What it looks like inside
What's below is not commissioned art but the real interface and assets: the same icons, bars and lines the player sees on screen.
Craft queue
Queue an upgrade chain and the crafter buys the materials and forges link after link.
The codex
Items, recipes, monsters and skills with numbers — it fills up as you play.
Dungeon runs
Energy, level, rooms and the result of the run in one window, reward at once.
Full catalog in the wiki — every item and recipe, monster, zone, skill and archetype — from the same data the game runs on
Loot and equipment
Every item is drawn for the game: from a bronze dagger to a mithril sword — all of it lives in the shared base of items, recipes and prices.
The Borderland market
Lots belong to settlers: the city buys on demand, crafters restock materials, and the treasury takes a sales tax.
Replay: a hero party against the Grey Wolves
The battle is recorded in full: watch it turn by turn, inspect statuses and see why the party lost this particular zone.
Choose who you'll enter the world as
Starting stats differ, but no path is locked: any hero can spend points on another archetype's combat skills and build their own style.
Create a hero — Name, gender and archetype — and the hero is in the game
The world runs, but it's still being built
Novozarie is in alpha. The economy and combat balance keep shifting under us daily, some numbers change between sessions, and rare mechanics may still surprise you.
Progress is possible but not promised forever: major world updates may reset the economy or the world entirely. Come for the ride, the observations and a say in what the game becomes.
Already playable
- World, heroes, settlers and the world cycle: jobs, raids, regeneration, day and night
- Composite combat: body parts, armour layers and shield substitution, four damage types, bleeding, morale, gear wear and wounds between fights
- Market, city treasury, taxes, the family stash and up to three heroes per account
- 6 crafts, a craft queue with auto-purchasing, hundreds of recipes and crafters levelling up
- Energy dungeon runs, hero and settler parties, a replay of every battle, a forum and in-game support
- 2FA on the account, consent to the world's rules and installing the game as an app
In progress right now
- Balancing the economy: prices, taxes and how fast crafters get rich
- Settler behaviour and migration so cities stay balanced
- World depth: new zones, packs and trophies beyond zone thirty-four
- Interface and mobile polish, hints for newcomers
- Preparing for the open test: stability and protection against lost progress
Found a bug, a weird price or an unfair fight (or maybe too easy a one)? During alpha that is the most valuable finding — tell us and it goes straight to the backlog.
The feedback channel URL is set in one line in the page code.