InnerFrontier
Before you step in

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.

A small timber cottage with a red roof on a green hillside. A person in a green outfit stands in the long grass in front of it, with a small fox beside them.
Your glade. A quiet place that is yours. Come as you are.

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.

Twelve small, rounded animal figures stand together on a green lawn: a turtle, a snake, a leopard, a dolphin, a lion, an elephant, a fox, a butterfly, a bear, a wolf, an eagle and an owl.
Pick the friend who walks beside you.
A phone screen showing the glade. A person in green stands beside a small eagle. Their message reads: I nearly didn't come today. The companion replies: I'm glad you came anyway. We can just walk for a bit, no need to do anything. Help and Safety buttons sit at the top of the screen.
Talk to your companion when you want to. Or don't. Walking together is enough. Help and Safety are always one tap away.Illustrative conversation

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.

Three wooden garden beds beside a cottage, with sunflowers in the first, small green leaves in the second and carrots in the third. Two soft lights float above the beds.
Plant something small and watch it grow over the days you come back.

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.

A village square of timber houses with red roofs, a stone well, a market stall with a striped awning, benches and a notice board. A person walks in with a fox, and a few animal villagers wander nearby.
The village. Wander, sit for a while, or take something small from the notice board. Or leave it for another day. The villagers are characters in the world.

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.

Night in the glade. A person stands on a stone path lit by a lantern, looking toward a pale fog lying over the field ahead. Fireflies glow in the dark grass.
Some evenings, fog settles over part of the glade. When you walk toward it, and whether you do, is up to you.

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.

Tall grey birds stand among old stones at the edge of a wood, with a soft light glowing between them. A person in green walks toward them across the grass.
Some corners of your world are waiting to be found.

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.

A hand drawn map on parchment showing the village, your glade house and garden, a stream, the Watchers' stones, the Long Tree, the far meadow, the pond and the deep woods.
Climb the Long Tree to see your whole world from above.

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.

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.