
Rogue
Backstab, pick locks, vanish. Upper Eldheart is on foot only. Rogues don't mind.

Five frontiers. A hundred levels. Dragons that are rare enough to matter. Begin in the Frontier valley, climb Elderweald's living canopy, brave the frozen keep of Vaelhorn and descend into the drowned city beneath Siren's Scar.

A dark, moist forest floor crawling with orc and ogre camps. Above it, a spiral path climbs the trunks to Eldheart, the wood-elf canopy town where every class keeps its academy.

Giants, snow wolves and the frost dragons that circle the high passes. Two dungeons wait in the mountains: Vaelhorn, a fortress keep swallowed by ice and patrolled by its own dead, and Wyrmcradle, a brood cave the size of a city.

The gate on Frontier's southern edge only opens when the sun is high. Beyond it: djinn, the Karkadann, sandworms and a sphinx that still asks questions. Walk in once and the gate remembers you.
12 distinctive classes. Four are featured here, but every calling has a place. Some control entire encounters. Others protect the party, heal the fallen, or scout the road ahead.


Backstab, pick locks, vanish. Upper Eldheart is on foot only. Rogues don't mind.

Mesmerise, charm, haste. The class every group wants and nobody wants to play.

Raise the dead, drain the living. Vaelhorn's garrison answers to you.

Plate, fear and lifetap. Holds the line and hates every second of it.
Also featured: Rogue · Enchanter · Necromancer · Shadow Knight. Names and roles follow the current TLC class progression catalogue; abilities remain subject to balancing.

Forest fairies are light-orb nature spirits. Attack one and it transforms into a combat form you weren't ready for. Protect them and the wildlife of Elderweald starts to trust you. Reputation is tracked. Every creature remembers.
Up in Snowflake, the Nisser expect a bowl of porridge on the doorstep. Forget it and your gear goes missing overnight.


An ancient civilisation swallowed by the sea. The boat drops you on a shallow island. From there, you walk into the water. The Hushwater Listener on the plaza watches you approach. Her eyes follow. Stand too close and she takes something.
Hover the siren. Feel the drain.
We're preparing limited waves. Expect unfinished features, balance changes, bugs and the occasional wipe. In return you get to shape the world before anyone else sees it.
If it's not here, ask on Discord. We read everything.
No. TLC is pre-beta. Testing exists to find problems, evaluate systems and make the world better. Some things will be ugly. Some will be broken. Tell us.
Probably, at least once. Wipe rules for each wave are published before invites go out, so you'll never be surprised.
Sign in with Steam, fill in the short form, and wait for your wave. Invites arrive through your TLC account and Steam Playtest. Steam Playtest invitation methods will be confirmed before testing.
Minimum and recommended specs aren't locked yet. Your answers will help us test performance once applications open.
No. Distribution and sign-in are Steam only for now.
Depends on the wave. Each invitation says what you can share. Early waves lean private; later ones open up.
Discord is home. Everything else feeds into it.
Dev chat, wave announcements, LFG. Invite link goes live with the verified server.
Structured reports with screenshots. Upvote what hurts most. We fix in that order.
Every reply from the team in one feed, so you never miss an answer.
Loot, creatures, classes, zones and dungeons. Grows with each wave.