Your Friend is the hero
The verified Generations NFT walks the Realm in its canonical on-chain sprite. Its family gives a perk: Hoverers run longer, Skeletons pray better, Colossi hit harder.
1 / 7Your adventure, in the cloud New: cloud saves. Verify your wallet once (a message it signs, never a transaction) and your adventure saves online by itself and follows your wallet to any device. Played before? Bring your adventure up once. Two devices at once? You choose which to keep. Offline? It keeps saving in your browser. Every screen recorded straight from the game.
An old-school adventure starring the Rare Friend you own, shared with everyone online. Chop, fish, mine, smith and fight across a hand-built 2.5D island lit by a real sun, lamps and fire, join the Order of the Dawn, ride horses and unicorns, duel your friends, bring down a world boss together, and end the Hollow King's reign.
Needs a browser wallet on Robinhood mainnet holding a hardwired Rare Friends Generations NFT. $RAREFRIENDS is simulated: no contracts, signatures or transactions.
The world runs much further west. Past Westmarch's end the West Road goes on into Deep Westmarch, a border nobody drew: the Kingdom of Hollowmere's last post at Westwatch (Friendhollow's kingdom has a name now), the Stone Field where the first fighting was, ruins, deserters and a hollow in the cliffs with one way in. Behind the Drakespine stands Raria, a walled city round a palace, where Her Radiance Queen Rara, Keeper of the Wise Friend's Law, sits beside her small kind husband. Everything there is beautiful, orderly and polite, and the Raria Royal Rangers are behind every pillar. Nobody in Hollowmere can say where Raria came from.
The Rare Realm Regiment holds the road with camps and a checkpoint; its captain writes writs, and the quests after that make you part of the machine. Once you're received, the Order of Dusk will keep the Wise Friend's Law for you, and your Magic and Faith tabs turn Rarian: edicts, judgements and vigils, the commandments in place of prayer, the rites in place of the old light. In the Free Marches the Free Friends Federation keeps to itself in the FFF Fortress: wizards, knights, rangers and artisans, fourteen devices running in the Great Hall, a cannon, an admiral who is a chicken, and Fellow Free, First Free of the Federation, who is weird, brilliant and dangerous. Between them lies BarkReach, a deep wood of redwoods and ironbarks, and in Ashfall the Burned walk the ash round the Ember Fortress. Every Order now has its own card looks, sealed until you meet its leader, and there are 218 Adventurer Cards to find.
And Raria is not a sliver behind the Drakespine: the world has grown by a whole second continent to the west. The capital is a great walled city of towers, offices, markets and barracks round the palace; round it lie the Crownlands and their lake town, the Vesperwold's abbey and the Royal Rangers' Hold, the snowbound Silent Peaks and their blindfolded watchers, and the Crown Road east to Lawgate on the eastern march. South of the kingdom the Greyfields hold Fort Ordinance and the Federation's forward camp across a battlefield, and south again BarkReach is a great wood of thousands of trees, with the Heartwood at its oldest end, where the Ironbark Elder walks.
West of the Deadwood, across the river, stands the Rare Friends Ring: a round building the shape of a Hoverer, built long ago so the best fighters in the land could meet. Its concourse holds every shop a fighter needs; its courtyard is the arena, with the Ringmaker's statue over a fountain that runs red, a garden, a rock field, a little volcano and bones everywhere. Name a match with the Ringmaster (or choose your own foes), pay a quarter of the purse at the gate, and the creatures come for you; the iron arena gates stay barred until the last one falls or you do, and the Ring's magic stands the fallen back up in the lobby. Matches pay Frens and bloodmarks, Friend Fights pay laurels, and two shops take nothing else: skull masks, the Bloodmark cape, Pitfighter, Ringsteel and Wildfur armour (fur over iron that fights hardest when you're nearly done), the Champion's cape and the Laurel crown. Stone knights guard the gates; statues of the Seven, the revenant and skeletal knights of the Ring's hardest match, ring the courtyard; and the Ringbreaker warhammer throws what it hits back a step.
Below the lake, the library and the standing stones: the Deepglass Caverns, the Drowned Archive and the Howling Vault, each with a boss behind a door that takes a key, archers that shoot from across a room, wraiths that drain faith, a keeper who mends himself, and coffers in every dungeon with loot that belongs there and a slim chance at something rare. Three quests, six Slayer tasks, and a statue at every dungeon's mouth of what waits below. And for those who fight by faith: a mace and a flail in every metal, the aegis and the round shield, and the Faith spellbook.
The mainland is now the heart of a world four times its size, itself untouched: the Deadwood and Gravesend to the north, Westmarch and the Drakespine to the west with Ashfall, the dragons' country, at the peninsula's end, Southshore, Hollyhock and Dyemoor to the south, Ironreach, Cragmaw, The Wilds and Quillhaven to the east, the Pale Isles at sea. Seven villages in their own clothes with their own quests, four hidden underground dungeons, twenty new tracks. Two new skills: Apothecary (herbs by ecosystem, potions, poisons that matter, antidotes and nine Friend mixtures) and Presence (a character profile: name your Friend, found a fellowship, earn titles and reputation). Before that, in the same month: Wayfaring, the Warden's creatures, the Heartguard and Dawnhold Keep. Agility is now Wayfaring, with three courses, slips, Wayfarer's marks and Coach Skip's outfit; five new Slayer-only creatures each drop an armour set with its own effect (thorns, faith, stealth, fire-proofing, sigil-saving); heavy weapons take Strength and swing harder with it; the Heartguard is red-and-white armour earned a piece every ten Hitpoints levels; Dawnhold has a keep with corner towers and a taller chapel; every altar has a statue of the bearded Old Friend; the quest journal is grouped and coloured, bones offer themselves until you run out, and the Dawn Vigil's ossuary bag holds sixty of them.
The Realm is lit for real now. The sun crosses the sky and everything casts a shadow that follows it, long and golden at dusk, short at noon, faint under the moon. Lamps, torches, fires, forges and spells light the ground and whatever stands near them, walls and trees block their light, and it bounces softly round corners. Alleys and forest floors sit in soft shade, lava glows and dungeons are truly dark. The Faith update brings the Order of the Dawn: five quests, faith weapons and gold Dawnplate you can see on your Friend. And the townsfolk dress up.





























































Everything you'd expect from a classic browser RPG, drawn in the Rare Friends style: black one-bit sprites with white halos on a greyscale world with faded colour.
The verified Generations NFT walks the Realm in its canonical on-chain sprite. Its family gives a perk: Hoverers run longer, Skeletons pray better, Colossi hit harder.
Melee, Ranged, Magic and Faith, plus Sigilcraft, Woodcutting, Fletching, Fishing, Mining, Smithing, Cooking, Firemaking, Craftwork, Stealth, Wayfaring and Pursuance, on the classic XP curve. Hit 99 and wear that skill's mastery cape.
Left-click does the first option, right-click lists them all: Chop down, Attack (level-5), Talk-to, Pickpocket, Examine. In the bank, shops, spellbook and every other interface too. WASD walks, the arrow keys (or a scroll-wheel drag) turn and tilt the camera.
Pick herbs where they grow (forest, swamp, mountain, Deadwood, Ashfall, coast, desert), clean, grind and distil them, and brew tonics, boosts, antidotes, antifire and weapon poisons the undead shrug off and soft things don't. Nine Friend mixtures, one per family.
Who you are in the Realm, as a profile: a name for your Friend over its unchanging token id, a fellowship tag, titles earned by level and deed, reputation with every settlement, and a style read off what you wear.
Three obstacle courses (Friendhollow, the Oasis dunes, Frostpeak ice), shortcuts, slips you outgrow, run energy that comes back faster and drains slower as you level, and Wayfarer's marks for Coach Skip's outfit and waybread.
Thornbacks, cairn wights, dune stalkers, ember salamanders and Hollow weavers, each only a seasoned pursuer can wound, each dropping its own armour set: Bramble thorns, Wightbone faith, Stalker's stealth, Cindershell fire-proofing, Hollowthread sigil-saving.
Red-and-white armour earned with Hitpoints, a piece every ten levels from boots at 10 to a blade at 90 that heals as it cuts. Each piece adds a hitpoint and quickens healing; all nine make food heal more.
From baking for the Realm Feast to quieting a crypt, winning back a war-bowyer's quiver, gathering the shards of a lost Glimmer, facing the Hollow King in his throne room, and five for the Order of the Dawn.
Prayer is now Faith. Keep the Dawn Vigil at Dawnhold, walk the Pilgrim's Road, lay the crypt's dead to rest and seal the Hollow's gate, for faith weapons that train Faith with every hit and gold Dawnplate.
Helms, breastplates, greaves and shields you can see, capes in ten colours and seven patterns, wizard hats, feathered caps and amulets, all painted into your Friend's own sprite.
Twenty-one procedural tracks, from Hollow Square to Anvil Song and the Hollow King's battle theme, plus level-up and quest fanfares. All synthesized live, no samples.
Walkable hills lit by slope and traced with ink contours, towns of half-timbered and stone buildings, textured in the same chunky pixels as the trees, whose roofs lift as you walk in. Cloud shadows, birds, butterflies, leaves, snow, dust and fireflies, and a sound for everything from footsteps to creature calls.
Every tree, rock, item and icon is pixel art with an ink edge, like the Friends themselves. Axes swing and chips fly, pickaxes spark, lines are cast, anvils ring.
Darts, Lances and Bursts in four elements, curses and Rootsnare, Gilded Touch, Forgeheart, Far Reach, Bonebloom, enchantments and six ways to travel, paid in sigils.
See everyone else's Friends walking the Realm, chat and whisper, fight the same monsters, trade items, emote, and earn +5% XP together. Peer to peer, no server.
The Old Friend on every altar (and one with its face chiselled off), two texts that disagree about where Friends came from, a castle built against something from the west, rumours in every village that may or may not be true, a Friend that talks back. Read the lore: deliberately incomplete.
Every skill's unlocks, level by level, and a full recipe book, in the game and on the skill guides page.
Hit 99 in any skill and the Keeper of Capes sells its cape, worn right on your Friend's sprite. Master two and they come trimmed.
The Ashen Colossus rises in Wyrmreach every two hours for twenty minutes, for everyone at once. It takes a crowd, and everyone who wounds it shares the loot.
Eight mounts at the Friendhollow stables, from a chestnut horse to a moonlit unicorn. Gallop faster than you can run with hoofbeats and dust, each with a gift of its own.
Step into the ring east of Market Street and fight another player. Duels are safe: nobody dies or loses items, and your wins are counted.
Six pets to find while you train, 32 achievements to earn, and hiscores that rank you against every player you've met.
A login streak with a reward every day (a Lamp of insight on day 7), three daily challenges shared by everyone, and an update log after each update.
Rain and thunderstorms with lightning, morning fog and dark nights, from the real clock, so every player sees the same sky. Fireworks light it up when anyone levels up.
A 24-minute day under a sun that crosses the sky: shadows that follow it, golden dusks and blue nights, and lamps, torches, forges and fires that light the ground and cast shadows of their own.
Wyrmreach's ash drakes, cinder drakes and Old Cinder (level 148) in her lava crater. Dragonfire burns through anything but King Hollis's Wyrmward shield.
The Archmage starts you in magic with robes, a staff and sigils. Mine sigil stones below and press them at eleven altars across the Realm: Sigilcraft.
Shafts, bows and war bows from logs, arrowheads and bolts from the anvil, crossbows from metal limbs on a carved stock, and forged gear to level 90 from monster materials. Merchants pay up to 70% for their trade: fish, logs, ore, sigils, hides, gems, bows.
Your other owned Friends walk behind you (+1โ5% XP by generation). Rare Caskets (simulated RF) hold relics and 12 wardrobe pieces painted right into your Friend's sprite. Progress saves per wallet, in the cloud: verify once and it follows you to any device.
Seventeen regions and two dungeons, each with its own music: cobbled Friendhollow with its three-storey castle, stables and Sparring Ring, the Wizards' Tower, dragon-haunted Wyrmreach, the farms, Whisperwood's Grumblins and the woodcutters' village of Fernwick, the snowy Greyhorn Highlands and the mountain town of Highcairn, the Ashen Hills mine, the Emberforge, snowy Frostpeak, Glass Lake, the Pale Dunes and Oasis, Murkmire's crypt, and the Mossy Ruins above the Hollow Depths.















83 XP for level 2, 13,034,431 for 99, at a friendly Realm rate of ร3. Gathering rolls, burn chances, accuracy and max hits all follow the old-school formulas.




Every region has its own theme, written as a motif and played by an old-school MIDI band built in WebAudio (recorder, oboe, trumpet, harp, pizzicato strings, glockenspiel, timpani, tambourine) in the region's own mode. Click any track to play it here.
Nothing playing. Browsers only start sound after a click.
Simulated through the SDK's reviewed chance-game client. No real RF moves.
A casket costs 1 RF and returns 0.88 RF in expected value (12% stays with the game as prize stake). Each holds a Rare Relic, a bonus while you keep it or its RF value when you redeem it, plus a wardrobe piece drawn on your Friend.
| Relic | Chance | RF | Kept bonus |
|---|---|---|---|
| Plain | 60% | 0.5 | +2% XP per relic (max 5) |
| Silver | 28% | 1 | +10% Frens per relic (max 3) |
| Moonlit | 10% | 2 | Gather 10% faster per relic (max 3) |
| Golden | 2% | 5 | +10% XP and a golden aura |
Rare traders in Friendhollow, Emberforge, the Oasis, Frostpeak, Pike's Pier, the Wizards' Tower and the Wyrmreach camp, each by a casket chest, sell bundles. Every bundle buys caskets and adds guaranteed goods: Realm tablets to travel (1 RF), a hero's hamper of food (1 RF), a Lamp of insight (2 RF), 40 Pursuance points (2 RF), an archer's quiver (2 RF), a sigil sack (1 RF), a fletcher's crate (1 RF), a dragonslayer's kit (3 RF), or the wardrobe piece of your choice (3 RF).


Your Friend exactly as it looks in the Realm (helm, cape, shield, weapon, and the mount you're riding), your nineteen levels, quest points, achievements, pets and duel wins on a 1200 ร 675 card. Post to X tags @RareFriendsNFT #RareFriends #RareFriendsRealm, or copy or save the picture.
Your progress saves through the trusted host page for each wallet and Friend, and your other owned Friends can follow you around the Realm.
Connect a browser wallet on Robinhood mainnet holding a hardwired Rare Friends Generations NFT, pick your Friend and press Begin. On phones, use a wallet app's in-app browser in landscape.
โ Play the Realm Source code