ABOUT THE GAME
Screenshots & clips
Follow the lights. Find the missing.
Pages from the journey
Real play from No Map Home: the trailer, a gameplay loop, short clips and 23 screenshots. Every video waits for you to press Play; open a picture for a closer look.
Trailer
Gameplay loop
Clips
Screenshots

Below the last lantern
The Lower Vaults begin a descent through twenty-five dungeon depths. Only explored passages remain on your map.

The road beneath
Doors, treasure, and branching passages reward a careful look through the Forgotten Halls.

The abbey’s missing harvest
Ashbell Abbey holds the records of grain taken from families above. Short ruin expeditions have stories of their own.

Under the hillside
Step inside a wilderness mine to explore its passages. Return through the entrance to pick up the trail outside.

Where the trail bends
Travel through woodland, search for supplies, and meet the people keeping the old roads open.

At the water’s edge
The Ashen Coast is one of twenty-one wilderness regions, linked by roads, settlements, and unfamiliar paths.

The river under rain
A ferry from Mosswater leads to Siltwake Reach and the trail of its missing oil crews. Weather drifts across each region and follows you through its gates.

Snow on the northern road
Falling snow over Northpine Reach lengthens the slow from a Frost Nova, and a thunderstorm strengthens Arc Bolt.

A lantern on the night road
One day passes over the whole world. After dark your lantern lights the road: kindle it for a short blessing, or cover it to slip past watchful eyes.

The gates of Ravencourt
The forest road in Songcross leads to Gloamwood and the hedged grounds of Ravencourt Manor, where each floor is harder than the last.

Water in the Sunscour
Saltwell Oasis shelters a caravan camp at the edge of the Sunscour, a desert whose eight areas climb from level 35 to 50.

A light kept for you
Lantern’s Rest is a place to trade, prepare, and hear from those still waiting for missing adventurers.

A city on the road
Brasshaven brings specialist merchants and new accounts of the missing. Awaken its waystone to make the return journey easier.

A room of your own
Lodgings beside the Lantern’s Rest checkpoint lead to a home every hero on your account shares. Some travelers you rescue come back to visit.

Land of your own
A gateway in your lounge leads to a private wilderness. Plant crops, raise buildings, and decorate the land; crops keep growing while you are away.

Hold the passage
Basic attacks follow a shared two-second heartbeat. Positioning, equipment, and a timely defense matter.

Make room for a spell
Each class has its own ability tree. Read the preparation and cooldown before committing to a cast.

A sword for hire
Hire a mercenary from the guild in Lantern’s Rest. It fights beside you, takes a place in your party and a share of what you earn.

The ground gives warning
A Stoneback troll fills more than one tile. Watch the marked ground and move before the blow lands.

Out of the fire
An Emberwing dragon marks the ground before breathing fire. Find a route out of the cone or raise your class defense.

Before the Hellgate
Read the Black Book in the Redstone War Fort’s pentagram and everyone standing in it crosses to Hell. Two Hellgate guards hold the sealed gate.

Plan your branches
Each class has three branches to master. Spend ability points as you level, and preview any tree before you choose a class.

The Wilderness Atlas
The atlas charts every region with its levels, and marks the places you have found. Press G to open it.