RobinQuest is a persistent little world of fifteen connected maps — four towns strung between hunting grounds that climb from the Verdant Plains (tier 1) to the Voidreach Spire (tier 9), with side branches like the Hollow Warrens and Sunken Galleries to explore. Pick a class, hunt monsters that actually fight back, loot gear, craft and upgrade at town specialists, run kill / collect / delivery quests for a giver in every town, party up for shared XP, trade, bank your treasure — and when words fail, duel: consensual PvP where the full stat sheet fights, nobody dies, and the bell restores both fighters. Every kill, coin and quest is simulated server-side at 30Hz; your browser only renders it, pixel-crisp at any window size.
docs/The hunt expands sideways: two new hunting grounds branch off the main road at existing tiers, accessed via a third portal partway across their parent maps. Explore the cramped, vertical burrows of the Hollow Warrens (T3 off Crystal Caverns) or the wide, flooded colonnades and stacked balconies of the Sunken Galleries (T4 off Sunken Ruins). While the first 17 species shared only five underlying shapes, five new monsters introduce entirely distinct silhouettes—six-legged Crag Crawlers scuttle in the Warrens, stilt-legged Ash Mantises stalk Obsidian Wastes, limbless Cinder Serpents streak through Ashen Depths, floating Void Eyes hover past terrain in Voidreach Spire, and the rooted Snap Trap marks our first stationary monster. Additionally, beasts that knock you off ledges now pathfind back home instead of stranding themselves forever. The world now spans 15 maps and 22 species across nine tiers.
RobinQuest fits in your pocket. Turn your phone sideways and you get a full on-screen pad: walk with your left thumb (double-tap to dash), attack, jump and drop with your right, and reach everything else — bag, skills, guild, chat, map — from one menu button. Multi-touch means you can run and swing at the same time, the game goes fullscreen on your first tap, and a landscape phone actually sees more of the world than a default desktop window.
Every town gains two faces: a Herald who keeps the rankings (walk up, press Z — the L key is retired) and a Guildmaster who charters guilds for 5000g plus a Guild Charter scribed by any physician. Invite by name from anywhere, accept on your own time from G, and talk on six chat channels — All, World, Map, Guild, Whisper and System — with a scrollable backlog and Tab to switch.
Guilds are live: charter one with your own custom 2–4 letter [TAG], build a roster of up to 30 members, talk across every map with guild chat, promote trusted officers, and track your guildmates' levels, ranks, and maps on G.
The entire world gets a visual overhaul: every monster species, town NPC, and map tile has been redrawn with crisp 3-tone shading. Better yet, your class finally looks like your class — archers draw real bows, mages raise glowing orb staves, and thieves dual-wield daggers into battle.
Progression has teeth: the road ends at level 35 (until job advancement), monsters far below you stop paying exp, gold or loot — bosses still pay — and deep maps shrug off underleveled blades. Parties span at most 10 levels, and the HUD's vitals got a clean three-bar redesign with the numbers inside.
The game fills your whole browser, edge to edge. 1080p renders a pixel-perfect 2× — and ultrawide monitors simply see more world.
Rankings on L (Level · Duel wins · Gold), duels now restore both fighters when the bell rings, and every town gained a quest giver with collect & delivery errands — sealed parcels really ride in your bag.
A world map on M with a YOU ARE HERE marker, smarter minimap on N, [F] prompts near players, passive regen (1% field / 10% towns per 5s), and every monster wears its name.
PvP duels: challenge anyone on a hunting map, 3-2-1-FIGHT, the whole stat sheet both ways, KO at 1 HP — quitters forfeit, the map hears who won. Plus two physician draughts that refund your stat and skill points.
Three volcanic maps (tiers 7-9), six new species, three new map bosses, class passives, five-skill trees, and bosses that spawn on dice rolls — a sighting is an event.
The roaming world boss. No lair, no schedule — every hour the dice roll a 5% chance and he rises on some hunting map, announced to every player online. He slams the ground (jump!), soaks 1500 HP, and half-drops the King's Core, the rarest material in the game and the heart of tier-6 gear. Each hunting map also hides a signature ☠ map boss of its own, on 30-minute dice.
Towns are safe ground: specialists to craft and upgrade with, bankers, quest givers, and a 10%-per-5s rest. The wild is not: monsters aggro, chase, and knock you around — and death costs 1% EXP and a walk home. Teleport scrolls link the towns for busy couriers.
| ← → ↑ ↓ | move · jump (twice = double jump) · portals & platform drop |
| double-tap ←/→ | class move: dash / roll / blink / shadowstep |
| Z | attack · talk · shop · Herald rankings · Guildmaster charter |
| A S D Q W E 1 2 3 | hotbar |
| I · C · K · G | bag · status · skill tree · guild (roster + invites) |
| F · Y | player menu (inspect/party/trade/duel) · accept requests |
| Enter · Tab | chat · switch channel (All/World/Map/Guild/Whisper/System) |
| M · N · O · H | world map · minimap · options (and log out) · full key guide |
On a phone or tablet? Turn it sideways — you get an on-screen pad instead: ◀ ▶ to walk (double-tap to dash), Z to attack and talk, ▲ ▼ to jump and take portals, three hotbar buttons with ↻ to cycle A/S/D → Q/W/E → 1/2/3, and ≡ for everything else.