REALM.RXD is live.
A persistent 4X game where every Radiant WAVE name becomes a sovereign kingdom.
Free to play. No wallet needed. Sign up with a passkey and mint a real .rxd name on-chain.
This account chronicles the Realm’s history as it unfolds.
https://t.co/CUl4HJdWjv
@HexMeHoney 3) They're already marked: yours gold, rivals' crimson.
4) Coming, but better than a coordinate box, every hex has a name now, so you'll search "Far Coldwatch" or "14,-7" and go straight there.
@HexMeHoney 1) Ruins where an outpost stood, cheaper to rebuild on, is a good idea and it's going on the list.
2) Say more about what you'd click and what it'd do?
@HexMeHoney 4) Yes, and it's written up. One march, an ordered list of targets, no resupply between legs. What reaches the third fight is whatever the second one left you.
@HexMeHoney 3) No, and not soon. DMs aren't a combat feature, they're a harassment surface with a permanent log attached. Alliance chat already exists for plotting.
@HexMeHoney 1) Outposts scale with your Town Hall: 1 at the start, 4 by level 9. Holding it there another season. What you're really after, a post next to an opponent, already works and now does real work.
Every minted artifact now carries its number: Astral #7 of 250. It is mint order, so anyone can reproduce the sequence from the chain. The 195 already minted were numbered by exactly that rule. The Crown is named, not numbered: one a season, forever.
Artifact supply is now capped and published. Fewer than 1,950 will ever be minted on Radiant, plus one Crown a season. 195 exist today. Every ceiling is in the Registry and every artifact links to the chain, so you can count them yourself.
How it holds: each tier has a ceiling that will never be raised, and a per season allocation. When a tier fills it is closed for good. Melted pieces still count against it. Loot you have not minted is not capped and never will be. It is the on-chain set that is finite.
Smaller things: recon now maps the road to a rival, a horn sounds when an army is sighted, you get told how the fight ended, camp attacks show a forecast before you commit, and training warns you before it starves the realm.
Season 5 is live on Radiant, and it brings the biggest batch of changes yet. Outposts you can fortify, ward and hold with a hero. A feast for your people. Artifact transmutation. A public registry of every minted artifact.
Every minted artifact is now public in the Registry: who holds it, what it last sold for, whether it still exists, and a link to it on chain. Minted pieces cannot be reforged, salvaged or transmuted. One object, one owner, provable.
Three artifacts of the same slot and rarity, plus essence, now fuse into one of the next rarity up. Legendary is the ceiling: mythics are only ever found. Stat rolls are wider too, so a lucky drop is genuinely lucky.
An outpost is a staging post. Attack or raid from its own garrison and the march is measured from there, so a border post strikes fast. It never extends your reach: range, war and discovery are still measured from your capital.
Heroes can hold the frontier. Send one with a claim or a reinforcement and they take up the post when the column lands, stiffening that garrison instead of your capital's walls. They walk everywhere: no teleporting to whichever wall is about to be hit.
Sitting on a full larder? Hold a feast. A quarter of your food storage buys content spirits at once and a 5% edge in attack and defence for six hours. Your surplus is now a weapon.
Mana finally has somewhere to go. Ward an outpost, or your capital, for a share of your mana: 15% stronger walls for six hours. A warded capital also clouds enemy scouts, who come back with a range instead of a count.
Held ground is no longer a farm with a fence. Spend stone and wood to raise an outpost from Palisade to Stockade to Walls to a Keep, each stage stiffening its garrison. The walls change hands if it is taken, and burn if it is razed.