A world that is yours.
InnerFrontier is a small world you can walk into, any day. You have your own glade, a friend who walks beside you, and a voice that knows your name.
Nothing here is a test. You can talk, or just walk. You can take on something small, or leave it for another day. The world is still there when you come back, and it grows where you put your care.
Images from an early build. The world is still growing.
Your glade
The glade is home. It has a little house with a red roof, a garden, a stream with stepping stones, and paths that lead further out.
The door of your glade house is always open to you. Walk around, sit down, look at the sky. Morning, evening and night all come to the glade, so it never looks quite the same twice.
It stays as you left it. Nothing you plant or build here is ever taken away.

Your companion
Pick the friend who walks beside you. There are twelve: Owl, Wolf, Butterfly, Lion, Dolphin, Snake, Eagle, Bear, Fox, Elephant, Leopard and Turtle. Choose by look alone. There is no wrong one.
Your friend follows you through the glade and down the road to the village. Tap them when you want to talk. Your earlier words stay with you, so you can pick up where you left off.
MIRA is the voice of the world. She is the first to say hello.
You never have to talk. Walking together is enough.


Quests Coming soon
Quests are small things you can try, sized for a real day. You find them on the notice board in the village and in your glade.
Each one is an invitation, never an order. You can say Take it, or Not now. A Not now waits kindly for another day. It never counts against you.
Your game is yours. You can tell the world, in your own words, what you would like more of, and it grows that way. Nothing changes without your yes.
When you do something, the world grows a little where you put your effort. Your garden fills out. New places open up.
There are no streaks to lose and nothing you miss by being away. You can never pay to skip ahead.
The characters you meet, like the Fog and the Watchers, belong to the world. Real people are never the villains.
Your garden
Your garden starts with a few empty beds and one small plant. Pick a seed, plant it and water it. Then come back another day and see what has come up.
Each seed grows at its own pace. What you harvest is kept in your store.
Your plant grows every time you come back. Nothing in the garden wilts while you are away. It rests and waits for you.

The village
Follow the signpost out of your glade and the road takes you to the village. Your friend comes too.
There is a stone well, a market stall, benches to sit on and lanterns for the evening. Small animal folk live here and wander about. Say hello and they will say hello back.
In the square stands the notice board. It holds small things you could try today. Take one, or leave it for another day.
When you are ready, the signpost takes you home.

The Fog
Some days, fog settles on the east path. It sits there, quiet and grey.
You do not have to go into it. When you want to, a little light and one small step is enough to start. If today is not the day, that is fine too. Rest is always an answer here, and it costs you nothing.
Nothing you do here is ever taken back.

The Watchers
Past the stream, old stones stand in a ring. At first it is only quiet there.
In time you may meet the Watchers. Tall and still, they keep watch here, day and night. You can sit with them for a while, or ask one of them to rest.

The Long Tree and your map
Out on the hill grows the Long Tree, taller than anything else in your world. Climb it and you can see everything at once.
From the top, your world opens as a hand drawn map. Tap any place to read about it. Then walk there, or take the road to the village. On a phone, slide the map to see the rest.
Some places only appear on the map once you have found them.

The rest of your world
Each place has one line of its own, the same line the world uses, so the site and the world sound alike.
- The stream. Cold and quick. The stepping stones hold.
- The far meadow. Wildflowers, and the pond beyond.
- The pond. Still enough to hold the whole sky.
- The deep woods. It is quiet in here.
- Your glade house. The door is always open to you.
- The road. It runs west from your glade to the village, and back again.
Help and Safety, always there
Help and Safety sit at the top of every screen, in the glade, in the village and everywhere else. They are never hidden. One tap is all it takes.
Safety takes you straight to people who can help, right now, wherever you are in the world.
Ready to go in? Places are given a few at a time. Keep me a place.