SPECK™

Private development. Public multiplayer is not open yet.

IN DEVELOPMENT

Persistent Shared World • Exploration • Crafting • Building

You are one pixel in a world 72,000 of them across. Walk it, dig under it, design every object you own, and build a home that stays on the map after you log off.

Trailer

Overview

Start small. Find your place. Build something that lasts.

Speck is one shared, persistent world. You occupy a single pixel on a map about 72,000 cells wide — roughly an hour at a run from one coast to the other — across nine biomes, oceans, island chains and mountain belts. Press a key at your own front door and you are inside a full interior.

Gather, craft, cook, plant a garden, hire hands, take a boat out, cut a cave open and keep the shape you left it in. Fight with a bow that shows you its own accuracy, or take a spear down four floors to something the game openly tells you it does not expect you to beat alone.

Two rules run underneath all of it. Derive, don’t store — terrain, towns, caves, creature voices, music and the people walking the streets are all worked out from a seed and a clock, so two machines agree without sending a byte. And distance is the difficulty — the further from anyone you go, the better the material, the busier the wild, the sharper its eyes, and the harder it is to simply walk away.

TL;DR: A persistent shared-world game about crossing a vast country, gathering and crafting, designing your own objects, and building a home that remains for everyone else to find.

Features

One Shared World

Everyone is in the same place at the same time. A bridge you build, a sign you leave, a house you raise — they stay there for whoever walks past next.

A World You Can Cross

72,000 cells coast to coast. Nine biomes with their own colour, footing and resources, and rivers with fordable gaps. A minimap that follows you, and an atlas that zooms from planet down to street.

Down Into the Dark

Caves up to four floors deep, always fully connected, the rock climbing a grade every floor. You see to the edge of your light. Mine through a wall and the shape you cut is still there tomorrow — and a chamber you carve is a room you can furnish.

Speck Studio

One editor for everything: portraits, furniture, decor, building parts, emblems, props, fences. 176 templates across 10 categories, plus patterns, stamps and your own palettes. Repaint a chair however you like — it is still a chair.

A Place of Your Own

A plot with a yard, a garden and a fence outside, and a full interior inside. Save any rectangle as a blueprint and stamp it again anywhere. Lock your front door, and hand a key to someone standing there.

Hands to Help

Hire helpers across nine trades — forage, woodcut, mine, fish, hunt, scout, farm, keep and guard. They work while you are logged out, and potter about the yard while they do it.

Combat With Intention

Aim bows, settle your hand for a cleaner shot, throw spears through groups, and step out of enemy wind-ups. Deeper journeys lead to multi-phase bosses built for prepared adventurers.

Towns and Trade

Enter towns filled with residents, shops, waystones and fighting rings. Prices follow local scarcity, while better materials wait farther from safety — making travel and trade worth the risk.

Latest Development

August 2026 — Speck is a full game running end to end in private development. The world, the studio, the homestead, the helpers, combat, bosses, towns, the economy and the nine-chapter story are all in and playable together, and the whole story is walked start to finish by an automated test on every build.

Recent passes added marrowstone at the bottom of the material ladder, the deep boss four floors down, hireable hands with spears who change who a boss walks toward, terrain sculpting with named landmarks, a 67-piece prop set with a scatter brush, and 1,650 town residents who cost the network nothing — both machines work out where each of them is standing from the same clock.

Speck is independently designed, directed, and built at Brok3n by Design. Development currently focuses on refining the world and core experience before public multiplayer testing.

Development details & complete feature inventory

What’s Built & What’s Left

STATUS · 23 AUG 2026

An honest, complete list. Everything on the right is not built yet rather than broken — and a few of them are being held back on purpose, with reasons.

72,000Cells across
9Biomes
~550Towns
100Species
176Studio templates
300Levels

Built and playable

All of this works right now, in one world, together.

The world

  • One shared persistent world on an authoritative server
  • Earth-scale geography, 72,000 cells across, computed identically on both machines
  • 9 biomes with their own footing and resource nodes
  • Caves up to four floors deep, always connected, richer the lower you go
  • Real darkness, torches and lanterns, and placed torches that stay lit
  • Digging that keeps the shape you left — and carved chambers you can furnish
  • Day and night on a 20-minute clock, with crossfading exteriors
  • A minimap that follows you, and an atlas from planet down to street level

Getting about

  • Waystones between towns, and one you can raise in your own yard
  • Rafts for the coast and skiffs for the open ocean
  • Bridges built a plank at a time — permanent, and shared
  • Climbing irons for steep ground

Gathering and crafting

  • Material grade keyed to biome, distance, depth, and how deep into a wood you go
  • Tool tiers: flint, iron, basalt, obsidian, and marrowstone from the deep
  • Four bows on a tightening accuracy ladder, plus craftable, recoverable arrows
  • 87 items, 30 crafting recipes, 5 cooked dishes, 4 crops
  • Ground items that stack, are picked up by walking over them, and rot after five minutes

Speck Studio

  • 176 templates in 10 categories — one editor for every object in the game
  • Pencil, fill, eyedropper, colour-replace, mirror, undo, recolour and mutate
  • Tileable patterns, transparent stamps, and saved custom palettes
  • Building customisation: 4 silhouettes, 15 parts, 7 facade slots, emblems and accents
  • Blueprints up to 24×24, saved together with the designs they point at
  • Style sets — name a look once, then apply it across your buildings

Somewhere to live

  • A plot outside and a full interior in, both growing with your level
  • Gardens with four crops, watering, and tended beds that yield more
  • Fences and paths that work out their own corners
  • 9 helper trades that keep working while you are logged out
  • Outposts, storage chests, and a crafting bench and hearth at home
  • A lockable front door, and keys you can hand out — or take back

Fighting

  • Aimed combat with a visible accuracy circle that steadies as you stand still
  • Hunt mode: number everything nearby and lock one target
  • Spears that hit through a line; wind-up telegraphs you can step out of
  • Turn-based boss arenas with phases, wards and a rage clock
  • Four boss lineages, including one four floors down that is not soloable
  • Hireable hands with spears, who change who the boss walks toward
  • A 12-rung fighting ring in every town, with a purse
  • Armour across 7 slots, packs and herds, and taming

The country itself

  • Wildness as a scalar — busier, sharper-eyed and harder to leave the further out you go
  • Local prices, shelves you can stock, and commissions
  • Terrain sculpting, and landmarks you can name
  • 67 props from a generator, plus a scatter brush that clumps like a real place
  • 16 findable relics, worth the same everywhere

People and story

  • ~550 towns, all enterable, 14 building kinds with real interiors
  • Kingsreach, the seat, with a keep and the people in it
  • 1,650 residents wandering their own street, with somewhere to be at dusk
  • 8 NPC roles with portraits, names and role-flavoured dialogue
  • Quests, fetch jobs, and elder deliveries routed through the waystone network
  • The full nine-chapter story — 43 steps, walked end to end every build
  • A 15-step guide for the first hour, and a journal
  • Signs anyone can read, a character sheet, and a 100-species bestiary
  • 300 levels and 9 settlement stages

Sound

  • Every sound synthesised — no audio files anywhere in the project
  • A voice per creature, derived from what that creature is
  • A tune per world, thinning and changing mode with where you stand

Still to come

Grouped by what is actually in the way, not by how badly I want it.

Next turns of the screw

  • A market seller standing at their stall at noon
  • Roads with people actually walking between towns
  • Fighting the deep in the dark, so a lantern buys sight and not just entry
  • A wide sweep for the axe, and iron-tipped arrows beside the iron tools
  • Dropping items from your pack
  • A build job for helpers, working through a queued blueprint
  • Boat speed, so the ocean feels like a crossing rather than a long field
  • A stable — tamed creatures that breed, carry, and get better at things
  • Asks that could only be given at the seat: sent at something, not for something
  • A holding’s card that shows the helpers and the garden behind the gate
  • Sculpt brush: a line tool, elevation, and a real undo history
  • A way to share a close-up card outside the game
  • Studio leftovers: bedding as its own layer, re-patterning a placed object, rotating a blueprint before stamping

Waiting on other players

  • Visiting — other people’s trading posts, homes, signs and messages
  • Player-to-player trade
  • Shared waystones, and a settlement stone serving everyone who lives there
  • Keys with grades — “come in, but don’t touch”
  • Shared call-outs when two players are fighting the same thing
  • Cooperative events — clear a hazard, raise a shared landmark
  • Chunked world streaming — the switch that makes “massive” real
  • Accounts, and a real database behind the save files

Behaviour that does not exist yet

  • Nothing out in the far country hunts differently to a garden animal. No ambush, no circling, nothing waiting at the edge of your light — the wild gets busier and sharper out there, but not cleverer.

The long tail

  • Territory claim — a flag protecting a radius, so nobody builds over your home
  • Scaling from home to outpost to town to castle, with shared walls
  • Stage images, so a grown garden really does show from the world map
  • More crafting tiers, beds, lamps and decorative furniture
  • Recruiting people out of towns — quests paying reputation as well as gold
  • Authored places dropped into the seeded world, like a mountain hollowed into a maze
  • Rivers, roads and territory borders, using the same trick the fences use
  • A spinning globe, projecting the atlas onto a sphere

Getting it online

  • Public hosting will follow the current phase of worldbuilding and gameplay refinement. Multiplayer testing will help guide that next stage.

Held back on purpose

These are not oversights. Each one is a decision, and here is the reasoning.

  • Hunger and stamina — food exists now, so it is worth considering, and worth being careful about. It is the classic way to turn a pleasure into a chore.
  • Prices that move with stock — the next turn of the local-prices screw, but it wants real players actually trading before the curve is worth fitting.
  • Auto-attack in hunt mode — the lock is there to take the aiming off you, not the deciding.
  • The deep boss staying optional — the one fight in the game that is not soloable. That is a statement, not an oversight.
  • Restricting fast travel — rejected outright. The world is mostly water and waystones are load-bearing, so taking cheap travel away strands people rather than challenging them. Distance is made to pay instead.
  • Locks stopping at the front door — the chest, the bench and the waystone stay open to anyone who gets through the gate. That is right while the only door is the house’s, and worth revisiting the day a settlement has more than one.