The world lies.

Rascal RealmsCrownfall · in pre-production
Concept art of Stickerwood: treehouse walkways, lanterns and waterfalls in warm evening light

The game

A kingdom that rewrites itself.

A co-op action mystery where official rules can become physical truth. Reading the world, challenging its story and surviving the correction isn't beside the adventure. It is the adventure.

Genre
Story-driven co-op action RPG mystery
Players
Solo or a squad of up to four
First release
Release 1.0: A Sign of Trouble

The premise

The lie isn't dialogue. It's architecture.

Stickerwood was built around a promise: if the Crown declared a rule, the realm would obey it. Roads stayed where maps placed them, memories agreed and dangerous uncertainty could be edited away.

The fracture

King Wrongway used that power to protect his people from a disaster no one fully remembers. Each correction made the kingdom safer—and less true. Now signs redirect travelers, witnesses remember incompatible histories and entire places vanish when nobody is looking at them.

The player promise

Players are not chosen heroes who automatically know the truth. They are a squad of outsiders who must earn certainty together: observe, argue, accuse and live with the version of reality they restore.

Razz and a squad investigate a disputed route between Stickerwood and the Crown Ruins

Razz

He can see where reality was edited.

Razz survived one of those edits. His segmented eye can see the seams between the world that exists and the version the Crown is trying to impose. He jokes because panic makes people follow simple answers, but he knows every repaired lie may uncover something worse beneath it.

Razz guides the squad, but he isn't a perfect narrator. His fear, loyalty and missing memories become evidence too.

History of Stickerwood

Four eras. One Crown that outlived its purpose.

The Crown began as infrastructure, not evil. Crownfall is what happens when a system built to settle facts decides which doubts may exist.

I

The Unwritten Realm

Before the Crown, Stickerwood changed through memory, weather and choice. Paths moved slowly, stories contradicted one another and uncertainty was treated as part of being alive.

II

The First Agreement

The old rulers forged the Crown as a civic instrument: one shared declaration could stabilize bridges, borders and public records. It was designed to settle facts, never feelings.

III

Wrongway's Protection

After a catastrophe splintered the roads, King Wrongway expanded the Crown's authority. Contradiction became a threat. Dissenting maps, memories and routes were rewritten for the sake of order.

IV

Crownfall

The Crown now issues rules without a stable ruler. Its purple corruption is not random damage—it is reality straining to satisfy commands that can no longer all be true at once.

The World Lies

Investigation, combat and traversal share the same evidence.

A fair mystery can surprise you but never cheat you. Every accusation rests on more than one independent signal, and every correction stays visible in the world.

  1. 1

    Explore

    Stickerwood rewards curiosity: caves, ruins, viewpoints, creatures and places you can see long before you can reach them.

  2. 2

    Notice something wrong

    A sign, a path, a chest or a person makes a claim that doesn't fit what's around it.

  3. 3

    Investigate

    Footprints, sound, wear, light, animal behaviour and testimony each reveal part of the truth. Every Fraud has readable evidence.

  4. 4

    Expose the Fraud

    Commit to the accusation. The false object fractures, Crown energy escapes and the real route appears.

  5. 5

    Fight, solve or traverse

    Combat comes in peaks, not a constant grind. The corrected world opens routes, arenas and secrets.

  6. 6

    Loot, grow, go deeper

    Earn Gold, Crown Shards and gear, grow your hero, then follow the larger mystery the lie was protecting.

Pre-production mock-up of the evidence, accusation, map and boss interface for The World Lies
Interface concept. Not in-game footage.
Try an investigation

Chapter 1 · The Sign That Lied

A small first release with a very big horizon.

Chapter 1 opens with a sign that lies about the road to Rascal Plaza and ends at a viewpoint that shows how much more of the realm is breaking. Release 1.0, A Sign of Trouble, is the opening: the open-world foundation and one polished main quest. The rest of the chapter arrives in updates.

  1. Prologue

    The realms

    Crownfall

    The Chaos Crown fractures. Golden energy destabilizes and violet corruption spreads through distant realms. Nobody explains why.

  2. Act I

    Starting Village → Rascal Plaza

    Welcome to Stickerwood

    Choose a hero, meet Razz, learn to move and explore the village. Then a sign at the crossroads tells your first lie.

  3. Act II

    Stickerwood Forest

    Something is wrong

    Crown Sprouts and Lost Stickers appear, with stranger things to follow. People give conflicting answers and the first corruption shows through.

  4. Act III

    Ancient Tree

    The Ancient Tree

    Stickerwood has an older connection to the Crown. Crownfall's effects are not random.

  5. Act IV

    Glitch Grove · Wrongway Territory

    Follow the wrong road

    The investigation points toward King Wrongway. Frauds grow more complex and combat more dangerous.

  6. Act V

    Crown Ruins

    Crown Ruins

    A major relic and story discovery, and the first mini-boss: the Overgrown Receipt.

  7. Act VI

    King Wrongway Citadel

    King Wrongway

    A cinematic boss fight built from combat, deception, clues, route manipulation and the environment itself.

  8. Epilogue

    A high viewpoint

    The Crownfall has only begun

    Stickerwood stabilizes and Razz celebrates. Then the clouds part, and other realms and massive Crown fractures come into view.

Release 1.0: A Sign of Trouble

Q01: A Sign of Trouble, set in Starting Village, Stickerwood Forest, the First Crossroads, Rascal Plaza. Heroes: Crown Knight, Glitchcaster, Shadow Ranger. Enemies: Crown Sprout and Lost Sticker. Currencies: Gold and Crown Shards.

Main quest
1
Launch heroes
3
Places
4
Enemy types
2
Currencies
2

Also in scope: Razz as your companion · Combat and exploration foundation · Loot, inventory and equipment foundation · Multiplayer foundation and saving · The first World Lies Fraud. Production scope, not a promise; no release date has been announced.

After Release 1.0

  • Fishing and pets
  • Mounts
  • The Glitch Slime story, the Overgrown Receipt and King Wrongway
  • Crown Ruins and the rest of Chapter 1
  • The full relic ecosystem and later weapons
  • The full guild system
  • Trickster, Lorekeeper and Badge Scout
  • Future realms
See the update roadmap

The squad

Three heroes at launch. Three more on the way.

No hero owns the answer; a complete theory needs perspectives to overlap. Trickster, Lorekeeper and Badge Scout arrive in later updates.

Open the hero selector

Crown Knight

Front-line protector · Relic Sword and Royal Shield · Release 1.0 launch hero
In a fight
Accessible melee front line: blocking, protection and survivability under pressure.
In the field
Anchors unstable objects long enough for the squad to inspect or cross them.
Inner conflict
Uses royal technology while questioning the authority that created it.

Glitchcaster

Corruption caster · Fracture Staff · Release 1.0 launch hero
In a fight
Ranged magic, area effects and Crown-energy spectacle that rewards smart positioning.
In the field
Reveals hidden rule fragments and temporarily inverts false environmental states.
Inner conflict
The most powerful reader of Crown code is also the easiest for the Crown to read back.

Shadow Ranger

Tracker and marksman · Whisper Bow · Release 1.0 launch hero
In a fight
Precision, mobility, scouting and evasion from changing sightlines.
In the field
Tracks physical continuity: prints, broken branches, wind and disturbed surfaces.
Inner conflict
Trusts material evidence, even when people remember something kinder.

Trickster

Rule-breaking skirmisher · Paired sticker-blades · Future hero update
In a fight
Mobility, decoys, interruption and opportunistic close-range damage.
In the field
Tests rules by deliberately breaking their assumptions and finding edge cases.
Inner conflict
Treats every system as a game until a consequence refuses to reset.

Lorekeeper

Truth-reading scholar · The Unabridged Lantern · Future hero update
In a fight
Light support damage from illuminated glyph bursts; mostly utility and crowd reveal.
In the field
Restores erased signage and memory fragments so the squad can navigate contradictions.
Inner conflict
The more history Lorekeeper restores, the more they risk remembering what King Wrongway needs forgotten.

Badge Scout

Explorer and gadgeteer · Multi-badge slingpack · Future hero update
In a fight
Light ranged utility damage; mostly traversal and puzzle support.
In the field
Finds hidden collectibles, shortcuts and side discoveries other heroes miss.
Inner conflict
Collects "badges"—trophies of solved lies—obsessively, and struggles with which discoveries are worth the risk.

The realm

Ten areas, one connected realm.

Every Chapter 1 area, in order. Release 1.0 opens the first three; the rest arrive in updates. All of it is in pre-production, and the concept art sets the direction, not the final look.

Open the interactive atlas
  1. 1Starting Village

    Act I

    The festival of forced cheer

  2. 2Rascal Plaza

    Act I

    Where every rumor ends up

  3. 3Stickerwood Forest

    Acts I–II

    The trails remember

  4. 4River Path

    Later update

    A current the maps deny

  5. 5Ancient Tree

    Act III

    Visible from everywhere

  6. 6Glitch Grove

    Act IV

    Where royal commands become terrain

  7. 7Crown Ruins

    Act V

    What the Crown left behind

  8. 8Sky Bridges

    Late chapter

    Causeways over nothing

  9. 9Wrongway Territory

    Acts IV–VI

    Every sign disagrees

  10. 10King Wrongway Citadel

    Act VI

    All roads lead to him

Concept lineup of Crown-corrupted enemies and King Wrongway

Opposition

Enemies are failed rules with bodies.

Crown Sprouts enforce territory. Glitch Slimes repeat and multiply unstable states. Lost Stickers carry erased messages without understanding them. King Wrongway turns directions into weapons because he can't imagine safety without control.

What it's about

The adventure has an argument beneath it.

Truth versus certainty

The game separates what is provable from what merely feels safe. Players must decide when enough evidence is enough.

The world may lie; the game won't

Every Fraud carries readable evidence. Razz can be wrong. The rules, interface and tutorials never are.

Humor under pressure

Razz's comedy is a coping strategy and a social tool. It releases tension without treating the stakes as a joke.

Correction has a cost

Fixing a lie can reopen a road, restore a person or expose something the false world had been hiding.

This is the world we're proving, not pretending is finished.

The story, visual language and system goals are set. Final Roblox models, animation, Luau systems, audio, balance and multiplayer pacing are still being built.