FEATURES

Features

Soul collection, faction counters, hero bonds and idle progression — every chapter of the four realms is a power waiting to be awakened.

FEATURES

Five core systems

Collection, strategy and progression, all interlocked.

Soul Collection · Awaken the Gods

The Spirit Sigil links every hero. Gather soul fragments to gradually restore their memories and will, unlocking exclusive story arcs and combat bonuses.

Four Realms · Ruin Exploration

The North, the Celestial Court, the Sanctum and the Sandsea each look and feel entirely different. Advance the campaign to cross their ruins and uncover lost chapters.

Faction Counters · Cycle of Law

The four factions counter one another in a closed cycle. At equal power, team composition decides the outcome.

Hero Bonds · Cross-Realm Resonance

Mentors and students, comrades, sworn rivals, bloodlines — the ties between heroes colour their stories and become tangible combat power.

Idle Growth · Progress Offline

Resources accumulate while you are away, and a single tap collects them on return. Effortless growth, without losing strategic depth.

Cycle of Law · Faction Counters

The four factions form a closed counter cycle that rewards thoughtful team building.

The North Sandsea Glory and conquest strike at the roots of chaotic rebirth
Sandsea Sanctum The law of endings dissolves eternal guardianship
Sanctum Celestial Court Pure faith unsettles the cycle of heavenly order
Celestial Court The North Strict order breaks the charge of brute strength

Realm Map

Four ruined realms, each holding the memory of a god's fall.

TERRA GLACIALIS

The North

The first realm to fall in the Final God War. Once a frozen kingdom blanketed by the World Tree, it is now only a charred trunk standing in eternal snow. This is where the Void King first descended, and where the fall of the gods began.

  • Yggdrasil, the World TreeThe life-core of the North, pierced by the Void King's own hand; a faint green glow still leaks from the cracks in its heart.
  • Frost CanyonUllr's last battlefield, where a sculpture of ice marks the moment the hunt god burned out his divinity.
  • The North Sea AbyssWhere the first Void rift opened, and where Jörmungandr slept and fell.
CELESTIAL COURT

Celestial Court

The Eastern realm that governs all spirits, once a thirty-three-tiered palace suspended above a sea of clouds. In the Final God War the Void legions broke the Southern Gate, and the palace fell to earth as countless floating ruins.

  • Southern GateYang Jian's last battlefield — a dark violet rift runs between its pillars.
  • Canyon of WindsA fortress passage held by the Lord of Wind and the Master of Rain, its rock walls set with weathered divine feathers.
  • Azure Blossom RealmWhere Jumang merged with the ley of life; a half-verdant ancient tree still holds green leaves at the heart of a dead forest.
  • Academy of Divine ArtsThe last line of the young casters and archers, its safe-room walls carved with the codenames of the fallen.
ETERNAL SANCTUM

Sanctum

The source of holy light and faith, where the Eternal Holy City once stood above the clouds and the throne of light rose ten thousand metres. The Void King devoured it through siege and attrition; the light's core burst and a billion shards scattered across the sky.

  • Mount OlympusWhere Zeus unleashed the final judgement; the peak was sheared flat by violet-gold lightning, a shattered golden sceptre embedded in the ground.
  • Eternal Holy CityThe vast pit left when the throne of light collapsed, its walls carved with the last words of the gods.
  • Laurel GroveArtemis's sanctuary and hunting base, where an undying moon arrow stands in the silver altar.
  • The UnderworldHades's realm of the dead, where the grey waters of the reincarnation pool still shimmer with law-light.
ABYSSAL SANDS

Sandsea

The last of the four realms to fall. The law of the abyss shares something with the power of the Void, which prolonged the Sandsea's resistance — and made the Void King's devouring more thorough. The sun capital lies half-buried, and only the warmth of its sun-disc carvings proves light once lived here.

  • City of the SunRa's capital, where the temple's sun-disc carvings still radiate heat and obelisk forests are carved with the voyage of the sun boat.
  • Black Sand Forbidden ZoneGuarded by Wadjet, its sand like iron filings under an abnormal magnetic field, a serpent-headed stele warning of the defiler's curse.
  • Source of the NileWhere Sobek fell — a clear green pool with a single scale resting on its bed.
  • Ruins of the Abyssal ThroneLucifer's final sacrifice; an obsidian throne juts from the drifting sand, seventy-two broken demon pillars scattered around.

World · A 30,000-Year Timeline

From the birth of the primal laws to the final gathering — this history spans thirty thousand years.

30,000 Years Ago · Birth of the Primal Laws

Four primal laws gave rise to the North, the Celestial Court, the Sanctum and the Sandsea, each with its own culture and lineage of heroes.

The Golden Age · The Pantheon Stands

The gods forged an age that lasted ten thousand years, until disputes over faith and resources drove them apart.

The Final God War · The Void Descends

The Void King arrived from beyond the world and the four realms fell one after another. The surviving gods set aside ten thousand years of hatred, forged their souls and authority into the Spirit Sigil, and cast it into the river of time.

3,000 Years Later · The Final Summoner

You become the Final Summoner — awakening sleeping hero souls, gathering the power of the pantheon, and marching on the Void for the last battle.