AXEBREW FIELD GUIDEPLAY THE GAME ↗
THE UNOFFICIAL SURVIVAL DEPARTMENTISSUE 01 / SEPTEMBER 2026

AXEBREW

THE
FIELD
GUIDE
Cover illustration of an axe-wielding explorer looking across a voxel wilderness toward a walled town and mountain fortress.
YOUR NEXT ADVENTURE STARTS HERE

OUTSIDE
THE WALLS.

WORLD
ATLAS
INSIDE ↗
BUILD SOMETHING.BRING YOUR FRIENDS.MIND THE GLOOPS.

A desk-side companion to Greenwall, the deep wilds, and all the questionable decisions in between. Controls, maps, loot, and the rules you meant to ask about.

TURN TO PAGE 01 ↓

Your first
ten minutes.

One world. Up to twenty friends.
A perfectly respectable town to return to.

  1. Get through the cellar.

    Enter your email on the game page and follow your login link. Your first visit begins in a private practice cellar. Learn to move, break blocks and fight; walk through the exit arch when ready. /skip leaves early.

  2. Make yourself at home.

    Greenwall is your safe hub. Touch the waystone near x 0, z 8 so you can return with /warp town. Use /name YourName and /color to make your character recognizable.

  3. Pick a job. Swing an axe.

    /bounty lists available work. Take one with /bounty 1, then look for gloops outside town. Your first main quest asks for three. /quest shows your next objective.

  4. Turn the winnings into gear.

    Check /shop for upgrades and healing. Collect creature materials, visit the Greenwall forge, and use /craft. For a quick change of pace, open Tab → Games.

Know your
buttons.

Desktop browser + mouse.
Click the world to look around.

Build beyond the walls.

Hold C while aiming at a block to mine, or left click for each hit. Release C to stop; holding the mouse no longer repeats mining. Leaves and snow take 2 hits; grass, dirt, sand and ash take 3; wood takes 4; stone, brick and crystals take 5; obsidian, lava and metal take 6. A meter below the crosshair shows confirmed progress. Right click places your selected block. Keys 1–8 choose building materials. Keep working on the same block: switching targets or pausing for two seconds resets progress. Spleef keeps one-hit snow breaking. Greenwall is protected. Build in the wilderness, where your edits persist.

The world is 128 blocks tall. The unbreakable bottom is y 0; town ground sits at y 40. Dig into caves and crystal seams, but watch for lava pockets and sudden drops.

Keep your feet under you.

Falls beyond four blocks can hurt in the overworld and dungeons. Water landings prevent fall damage. Mini-games, arena and lanes are exempt from fall damage, though falling can still lose a round.

Overworld death drops a quarter of your coins if you are carrying at least 20. You have 15 minutes to recover them, and other players can pick them up. Click the death screen to respawn.

Make it run smoothly.

Open Tab → Video. Balanced is the default; Low cuts view distance and effects, while High and Ultra add detail, shadows and bloom.

Textures stay crisp nearby and filter smoothly in the distance. The shared 20-minute cycle moves through dawn, daylight and warm dusk, with no full night. Even at its dimmest, outdoor paths and enemies stay readable. Distant mountains use a lighter landscape mesh, replaced by editable blocks as you approach. Your choice applies immediately and saves in this browser. Every player can choose independently. Press N to mute music and sound.

PRO TIP

/home exits a dungeon or game to the spot you entered from. In the overworld, use /warp town after attuning the town waystone.

A world worth
getting lost in.

Choose a region to inspect its waystone,
entrances and reasons to visit.

THE GREENWALL REGIONCoordinates are (x, z)
■ REGION BOUNDARY● WAYSTONE+ TOWN ORIGIN
BEYOND THE MAP'S EDGE

The wilds
keep going.

Climb snowy ridges, follow river valleys, explore forested slopes, and descend through open ravines into winding caves. The east runs into desert; the northeast holds volcanic country.

Use /explore, or Tab → Map → Find nearby wilderness destinations, for nearby lost cities, forts and enemy camps. /where reports your location and the direction home.

Look for the cyan cache.

Ruined cities have husk guards. Forts and camps have brutes. Clear nearby enemies and approach the courtyard cache for coins and crafting materials. Each character can claim each cache once; guards can return after five minutes.

Saved builds and nearby old terrain are preserved. If the ground still looks flat around construction, travel farther out. This atlas covers the fixed town region; wilderness destinations come from /explore.

Step into
the picture.

Snowy peaks. Emerald water.
A ruined keep above the lake.

CROWNVALE TERRAIN MAPNorth is up • coordinates (x, z)
PALE / HIGH RIDGESBLUE / WATERGREEN / LOWLANDS

The scenic trail.

Open Tab → Map → Visit Crownvale Lookout, or type /vista in the overworld. Friends arrive at the same lookout, at x −624, z 676. Its immediate surroundings are safe from roaming mobs. Crownvale is also reachable on foot: head southwest from Greenwall toward x −576, z 576. Fast travel loads the landing area before resuming movement; the journey itself should not cost health. Walking off cliffs afterward still causes fall damage.

Use /vista home to return to where you left during the same login session. After reconnecting, /warp town returns to an attuned town waystone. Move clear of enemies before taking either scenic trail.

Bring blocks and a friend.

Walk down the southern ridge or build steps to descend. Explore the ruined keep at (−541, 598), the cascades near (−636, 560), and the passage beneath the western waterfall shelf. High cliffs cause fall damage; water landings cushion it. The wilderness beyond the lookout has normal hostile mobs.

This is the persistent, editable overworld. The castle is an explorable landmark; expedition rewards still come from the Adventures menu. Waterfalls are fixed streams, not a fluid simulation.

A LONGER VIEW

All video presets now show a distant landscape, with finer nearby blocks loading as you approach. High and Ultra keep the skyline visible farther away. The cover remains an illustration; Crownvale brings its cliffs, forests, cascades and castle into the game. Saved construction and nearby old ground are preserved. This terrain map shows the original landscape before player edits.

Down the rabbit hole.

THE DUNGEON DIRECTORY

Walk through an entrance arch, or use a dungeon command. Friends using the same name join the active run. Most dungeons clear when someone reaches the heart; the Wyrm's Hollow clears when its boss falls. Dungeon block edits belong to that temporary instance.

From hatchet
to Wyrmfang.

Bounties pay coins. Creatures drop materials.
The smithy turns them into equipment.

Follow the Seat.

The main quest is an eleven-step journey across the regions, ending with the Wyrm. It tracks your current objective automatically. Read /quest or Tab → Quests before choosing your next destination.

Only the current step advances. Side bounties are separate: take one at a time with /bounty <number>. Taking another replaces your active bounty and its progress.

Spend with purpose.

/shop lists three tavern purchases: Hearty Brew adds 10 maximum health, Keen Axe adds 2 attack damage, and Round on the House fully heals you for 5 coins.

The permanent upgrades start at 50 coins and become 25 coins more expensive each time you buy that upgrade. /buy <number> purchases it.

Wear what you make.

At the forge, /craft lists recipes; /craft <number> makes one. The smith adds it to your bag; equip it using the number in the confirmation. Use /gear to see your bag and /equip <number> to switch equipment.

Experience raises your level, health and base attack damage. Leveling up also heals you. The Skills tab is your character sheet; there are no skill points to allocate.

The smithy's shortlist.

STARTER & ENDGAME RECIPES
Selected crafting recipes and effects
EquipmentBring these materialsCoinsWhy make it?
Leathers3 Gloop Jelly15 Blocks 1 damage per hit.
Twinblades4 Husk Fangs30Fast swings, with less damage per hit.
Greataxe2 Brute Plates40Slower swings; adds 9 attack damage.
Warhammer2 Brute Plates + 1 Ash Core60Adds 4 attack damage and blocks 2 damage.
Wyrmfang2 Wyrm Scales100Adds 7 attack damage with quick swings.
Wyrmplate3 Wyrm Scales120Blocks 6 damage and adds 20 maximum health.
LOOT LOGIC

Ordinary creature material drops are a chance, not a guarantee. Armor reduces each hit, but damage never drops below 1. The forge's live recipe list includes every available item.

Meet the
neighbors.

Greenwall stays safe.
Outside, the locals have other ideas.

Nearby enemies show a name and health bar, including their current and maximum HP. A star marks champions and the Wyrm. A brief flash and green HIT marker confirm that your attack connected; swinging alone does not confirm damage. Wounded enemies keep their colors. If a mob defeats you, the death screen and chat name it.

The SAFE badge marks Greenwall and the 16-block Crownvale Lookout refuge. Hostile mobs cannot damage you inside these areas. The surrounding Crownvale wilderness has normal encounters, and ordinary falls can still hurt.

OPEN THE BOSS FILE / Spoilers ahead

The Wyrm • 900 HP

Find the Hollow beneath Wyrmspire Academy. The Wyrm drops three scales and a 150-coin hoard when defeated. It can spit fire back when attacked from beyond its normal pursuit distance, so a faraway perch is no guarantee of safety.

Rare wilderness champions include the Hollow Warden, Nightmaw and Cinderjaw. Their arrival gets a warning. Treat that as useful information.

Same friends.
New rivalries.

Tab → Games has rules and join buttons.
Friends choose the same game to meet inside.

NO SECRET PASSWORD.

Press Enter, type a command, and press Enter again. Join immediately, or choose “Wait with friends” and have everyone press Ready. The menu shows who is playing and waiting. Golf has its own ready-up screen. Parkour and Golf work solo. Leave with /home; see recent winners with /records.

PARTY NIGHT

For a rotating contest, everyone joins /party. The board leads through Spleef, Parkour and Hot Potato; rolls and round wins build your score. Three rounds decide the winner. The current Party champion earns a ridiculous title on the town podium; Golf has its own rotating cup.

Settle it
at the yard.

Game 7 now has three modes.
Everyone starts with the same 100 HP.

Free-for-all

/arena. Two or more players, five minutes, most kills wins. Ties remain draws. Your crossbow deals 34 damage, your axe 40. Gear, levels, armor and tavern upgrades give no advantage here.

Copper vs Cobalt

/arena teams. Teams are assigned on entry; names show Copper or Cobalt. Five minutes, highest combined kills wins. Friendly bodies stop bolts, but friendly fire does no damage.

Powder Keg

/arena keg. First team to three round wins. Attackers have 90 seconds to reach the central gold square and hold F for four seconds to plant. Defenders hold F there for five seconds to defuse before the 35-second fuse expires. Taking damage, releasing F or leaving the site cancels the action. Roles alternate after every round. Respawns stay enabled to keep small groups playing.

The 49-by-49 yard has three routes through brick cover, crate clusters, and raised wooden galleries on the north and south sides with stairs at each end. The gold site sits in the center at (24, 24). Copper enters from the west, Cobalt from the east. Use cover to reload and the side galleries to change your angle.

Left click fires one bolt. R reloads in 1.3 seconds. Q swings the axe within three blocks. Shift sprints. Death returns you after two seconds at a spawn chosen away from opponents. A 2.5-second shield ends immediately if you attack. Matches restart after a ten-second break. No persistent XP or coin rewards; your overworld equipment is retained. All players must choose the same mode to meet.

Find your
second wind.

Six unique companions. One of each in the world.
Common horses for everyday journeys.

Walk within three blocks and press F to ride, then use WASD and Space to move and jump. Press F again to dismount. No purchase, saddle item or taming grind required. Walking is 5 blocks per second; hold Shift for 8. Mounts move at their listed speed without holding Shift.

These are shared living landmarks, with one rider per creature. They are ground mounts, including the drake and bird, and cannot be killed or duplicated. You can still take damage while riding. Dismount to fight, mine or build. Mounts stay in the overworld; leaving, fast travel or disconnecting sends your ride home. Parked mounts wait two minutes and then return home. The six identities and parked locations survive restarts; no permanent private ownership. Terrain can move the exact home a few blocks, so use /mounts for current coordinates.

Command reference · Arena tactics · World atlas

When in doubt,
try a slash.

Copy a command, then paste it into game chat.
Replace anything inside <angle brackets>.

There is life between fights.

The Greenwall Library is west of the plaza, through the door at x −10, z 0. Twelve books fill three floors. Use the south staircase for the second floor, then the north staircase for the third; press Space to hop up the block steps. Stand beside a golden lectern and press E or type /read. Arrow keys turn pages, Esc closes, and /library lists the collection by floor. Nearby NPCs turn to greet you: press E when “Talk to” appears. The nearest person or book gets the prompt, and conversations stay on your floor.

Press E near a sign or library lectern to read it. Books use arrow keys to turn pages. Try /play lute, /play flute, /play drum or /play bells; keys 1–8 play notes until you use /play off. Your friends can hear the performance. Talent is optional.

A reason to
rally the crew.

Three co-op contracts. Four equipment kits.
A settlement that remembers your adventures.

The Stolen Keg

/expedition keg sends the crew to Thornwatch. Clear the outer guards, choose a cellar lever, retrieve the keg and fight the pursuing patrol back to the cyan extraction camp.

Last Call for the Brewer

/expedition rescue frees Brewer Brindle. The brewer follows your lead at walking pace; stay close, clear the route and bring them home.

The Bell Below

/expedition relic recovers an ancient bell with an unusually attentive guard. Its ringing draws a larger pursuing patrol. Bring someone who can hold the line.

START HERE

Open Tab → Adventures, or read the board at x −6, z 6 in Greenwall. Friends choose the same contract to join the active run. Late arrivals can join. Each run has a 20-minute limit; three team wipes end it. Use /home to leave.

Everyone has a job.

BORROWED EQUIPMENT, NO SKILL POINTS

Choose a kit at the expedition camp with /kit shield, /kit medic, /kit ranger or /kit hammer. Left click uses an expedition melee attack. Press Q for your equipment ability. Red ground rings warn of attacks: move out before they resolve. Hammer stuns interrupt them.

A downed friend has 30 seconds before returning to camp. Stand within three blocks and press R to channel a three-second revive; moving away or taking damage interrupts it. Every kit can revive. A full team wipe regroups at camp and resets the encounter.

The fort route.

COORDINATES INSIDE THE EXPEDITION
  1. Camp: (20, 8). Choose equipment. The fort is toward increasing z: follow the sand path to (20, 36).
  2. Cellar levers: cyan (16, 57), red (24, 57). After the gate guards fall, stand beside a lever and press F. Cyan is the safer route. Red brings an ambush and two extra supplies per eligible player.
  3. Cargo: (20, 70). Clear the cellar guards and press F beside the objective. Carrying disables your Q ability. /drop lets a friend take over.
  4. Return to (20, 8). Defeat the pursuing patrol and bring the objective onto the cyan pad. Gather the crew nearby before the carrier extracts.

To earn the completion reward, be alive near the extraction camp, spend at least 30 seconds in the run, and participate outside camp during at least two objective stages. Each eligible player earns 80 coins, two jelly, and contributes four shared settlement supplies, plus route and project bonuses. The town trophy records the crew’s names.

Build somewhere worth returning to.

YOUR GROUP’S SHARED SETTLEMENT

Find a level wilderness site beyond 270 blocks from town. Prepare a solid floor with a clear 18 × 3 strip, four blocks high, starting three blocks east of where you stand. Use /settlement found YourTownName. There is one shared group settlement. Its stations occupy this strip; build your own halls, roofs, gardens and roads around them.

Expeditions automatically deposit supplies and record each contributor. At your settlement, use /settlement build brewery, hall, forge or maproom as the final argument. The command checks the spot before placing anything. Station cores are protected; your surrounding construction remains editable. There are no automatic base raids.

FOUND A LEAD?

After claiming a wilderness city, fort or camp cache, use /investigate beside it. A recovered map, stolen supplies or a prisoner’s trail leads into the matching shared expedition.

The Crooked Putter.

MINI-GAME 06 / SIX ORIGINAL HOLES

Join /golf or choose 6. Mini Golf in Tab → Games. Everyone presses Ready to start. Click the course to aim, or use the aim slider; set power and click Putt. Each player controls their own ball, and friends’ balls pass through one another. The fewest total strokes wins.

Sand slows the ball. Water adds one penalty stroke and returns it to its last lie. Cyan strips boost it forward. Red gates move. Each hole allows 150 seconds and at most ten strokes; unfinished holes score ten. Late arrivals watch until the next hole. Only players with an uninterrupted full scorecard can win the rotating town trophy. Ties share the cup.