ABOUT THE GAME
Press kit
Follow the lights. Find the missing.
FOR PRESS & CREATORS
No Map Home press kit
No Map Home is a free cooperative fantasy RPG that runs in a web browser. Adventurers vanished beneath the world, and their families are still waiting. Cross a shared wilderness drawn in ink and watercolour, descend twenty-five dungeon depths alone or in a party of up to eight, and bring the missing home.
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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.
Fact sheet
| Title | No Map Home |
|---|---|
| Developer and publisher | Olav Botterli |
| Website | https://www.nomaphome.com |
| Status | Public preview, in active development |
| First public preview | September 21, 2026 |
| Latest update | November 2026: the Mercenaries’ Guild, day and night, Gloamwood, the Sunscour desert, Hell and a watercolour map |
| Price | Free to play; no real-money purchases or subscriptions |
| Platform | Web browser on computers, tablets and phones; no installation |
| Controls | Keyboard and mouse, or touch |
| Genre | Cooperative fantasy RPG, exploration, dungeon crawler |
| Players | A shared world; play alone or in a party of up to eight |
| Language | English |
| Press contact | nomaphome@webgrid.com |
Descriptions
Ready to paste into an article, store page or video description.
Short · about 50 words
No Map Home is a free cooperative fantasy RPG that runs in a web browser. Adventurers vanished beneath the world, and their families are still waiting. Cross a shared wilderness drawn in ink and watercolour, descend twenty-five dungeon depths alone or in a party of up to eight, and bring the missing home.
Long · about 160 words
No Map Home is a free cooperative fantasy RPG played in a web browser, with no download or account needed to begin. Groups of adventurers followed the Hollow Star underground and never came home; at Lantern’s Rest, Mara keeps a light burning for each of them. Players choose one of eight classes, rekindle the Nine Watchlights, explore twenty-one wilderness regions and the realms beyond them, and descend through twenty-five dungeon depths, alone or in a party of up to eight. The world runs in real time: basic attacks land on a shared two-second heartbeat while players time abilities, defenses and movement. One day passes over the whole world, and at night a covered lantern hides a hero while an open one draws hunters. Heroes share a home with every character on their account, grow crops and build in a private wilderness, and can hire a mercenary from the guild. Defeat returns a hero to a checkpoint with their progress intact.
Key features
- Free in the browser. Start as a guest; from level 2 the guest is kept, and registering during play keeps the hero for good.
- Eight classes, each with a branching ability tree and its own defense.
- Real-time combat on a shared two-second heartbeat. Ready your next ability while the current one prepares.
- A world drawn in ink and watercolour and revealed as you travel: twenty-one wilderness regions, twenty-five dungeon depths, Gloamwood, the Sunscour desert and Hell.
- One shared day over the whole world. Kindle your lantern for a short blessing, or cover it to slip past enemies in the dark.
- Parties of up to eight, join links, and sites that open only for a party. Hire a support, ranger or defender mercenary from the guild.
- A home for all your heroes: rooms, a vault and a trophy gallery, plus a private wilderness with crops, buildings and visiting traders.
- No permadeath. Defeat returns you to a checkpoint with your levels, abilities and items.
Latest update · November 2026
- The Mercenaries’ Guild in Lantern’s Rest: complete the Guild’s Proving, then hire one of nine mercenaries to fight beside you.
- Day and night: one shared hour-long day. Kindle your lantern for a blessing, or cover it to hide in the dark.
- Three new realms: Gloamwood and Ravencourt Manor (levels 29–40), the Sunscour desert (35–50), and Hell beneath the Redstone War Fort (43–44).
- Ready an ability while another is preparing, and see the marks a fight leaves on the ground.
- Quests, contracts, escorts and treasure pay more gold at higher levels.
- The map is now painted in watercolour washes beneath the ink lines.
Videos
Screenshots
23 screenshots. Each opens as a 1920 × 1080 PNG; the ZIP holds them all.

Below the last lantern
The Lower Vaults begin a descent through twenty-five dungeon depths. Only explored passages remain on your map.
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The road beneath
Doors, treasure, and branching passages reward a careful look through the Forgotten Halls.
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The abbey’s missing harvest
Ashbell Abbey holds the records of grain taken from families above. Short ruin expeditions have stories of their own.
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Under the hillside
Step inside a wilderness mine to explore its passages. Return through the entrance to pick up the trail outside.
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Where the trail bends
Travel through woodland, search for supplies, and meet the people keeping the old roads open.
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At the water’s edge
The Ashen Coast is one of twenty-one wilderness regions, linked by roads, settlements, and unfamiliar paths.
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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.
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Snow on the northern road
Falling snow over Northpine Reach lengthens the slow from a Frost Nova, and a thunderstorm strengthens Arc Bolt.
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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.
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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.
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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.
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A light kept for you
Lantern’s Rest is a place to trade, prepare, and hear from those still waiting for missing adventurers.
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A city on the road
Brasshaven brings specialist merchants and new accounts of the missing. Awaken its waystone to make the return journey easier.
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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.
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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.
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Hold the passage
Basic attacks follow a shared two-second heartbeat. Positioning, equipment, and a timely defense matter.
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Make room for a spell
Each class has its own ability tree. Read the preparation and cooldown before committing to a cast.
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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.
Download PNG
The ground gives warning
A Stoneback troll fills more than one tile. Watch the marked ground and move before the blow lands.
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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.
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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.
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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.
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The Wilderness Atlas
The atlas charts every region with its levels, and marks the places you have found. Press G to open it.
Download PNGLogo and art
Using these materials
Use these screenshots, videos, logos and key art in articles, videos, streams and reviews about No Map Home. Please identify the game as No Map Home, do not alter the wordmark, and do not suggest that the developer endorses your work.
Credit: No Map Home by Olav Botterli
Contact
- Press and creators
- nomaphome@webgrid.com
- Website
- www.nomaphome.com
- News
- Bulletins and what’s new
- Questions about play
- FAQ and the game guide



