Holt · the last refuge · year 150

Ash Guardians

Your day charges a robot on the other side of the Bridge. While you sleep, it is daytime there: it goes out for the water that lets its city breathe.

Discover
The world

The world burned

The Years of Fire, then the Veil meant to cool the sky, and the Mist that came of it. A few thousand survivors hold on under the dome of Holt, on the shore of a dead lake.

The air is recycled, the trees let the city breathe. But water has to be fetched outside, in the Mist. That is the work of the Ash Guardians, charged from our world through the Bridge.

How it works

Your day, its expedition, your wake-up

  1. 01

    During your day, you act

    Routines, missions, your daily check-in and focus sessions charge your Guardian through the Bridge.

  2. 02

    While you sleep, it goes out

    It is daytime in Holt. Your Guardian goes into one of six zones: the more charged it is, the further it can go, and the finer the water it finds.

  3. 03

    When you wake up, it is back

    With water for your tree, sometimes a keepsake. Your trees let Holt breathe.

The heart of the game

Every drop grows a tree

All the water your Guardian brings back goes to your tree. It grows stage after stage, from cutting to grown tree, then joins your Register, and a new cutting begins.

Every tree lets inhabitants of Holt breathe. The more trees, the more the city can grow under its dome.

  • Ten essences
  • A Register of all your trees
  • A city that breathes
Our common goal

20 inhabitants of Holt breathe thanks to the Anchors' trees

3 trees planted

Next stage of the city · 50 inhabitants
Your Guardian

A robot tuned to you

Sturdy, set on its task, curious enough to come back with a keepsake. It goes with Huginn, a drone that scouts ahead. It does not judge your day: it does its best with what you gave it.

  • Charged by your day
  • Levels up over time
  • Never punished
The expedition

Six zones, from the safest to the deadliest

Each one has its water, its dangers and its keepsakes. The furthest ones open only to a well-charged robot.

  1. Zone 1

    The Old Valley

    Abandoned farms, wells and cellars. No risk, water on almost every expedition, mostly cloudy.

    Charge needed · 0 %
  2. Zone 2

    The Old Harbour

    Stranded ships and their freshwater tanks. A little travel, gliders over the fjord: one expedition in twenty cut short.

    Charge needed · 0 %
  3. Zone 3

    The Factory

    A vast factory complex: turbine halls, workshops, tanks and pipes. Orms in the pipes: one expedition in ten cut short.

    Charge needed · 25 %
  4. Zone 4

    The Old Capital

    The great city of before, at the end of a fjord. Vættir nest in its cisterns and tunnels: one expedition in five cut short.

    Charge needed · 40 %
  5. Zone 5

    The Giant's Cut

    A deep canyon full of hollows. Less water, but finer; one expedition in three cut short.

    Charge needed · 55 %
  6. Zone 6

    The High Glaciers

    Above the Mist, snow and fossil ice: the purest water, the most dry expeditions, the Nidhogg.

    Charge needed · 70 %
Out there

The Vættir

Only one species truly held on in the Mist: the northern viviparous lizard. Its descendants, the Vættir, now fill the zones, from small mist-drinkers to the giants of the cisterns. They avoid daylight: your Guardian tries to steer clear of them, or defends itself if it must.

The Collection

Keepsakes of the world before

Hats, jackets, jewels, a few legends: your robot only brings back what it can wear, the best find you lack.

  • Pompom BeanieCommon
  • Cassette PlayerUncommon
  • Shepherd's Sheepskin VestRare
  • Embroidered Satin BomberSuper rare
  • Master Welder's CuffUltra rare
  • Gold Ring on a ChainLegendary

A Guardian is waiting for its Anchor

Create your access to the Ash system and plant your first tree.

Become an Anchor