IWalk
Every step you take moves your hero down the road. A good road costs 750 steps a hex; forest, hills and marsh cost more. Steps walked while you rest are banked for the road ahead.
A walking RPG for Android
Every step you take, your hero marches.
Your phone already counts your steps. In Marchling they carry your hero across the Ashen Marches: roads held by bandits, woods where the wolves hunt in silence, and a burned keep where the Ashen Lord still waits. Fight for the road, find your loot, and heal while you sleep.

Whisperwood · LairA day of Marchling, start to finish. You play it by living it: the phone in your pocket does the counting.
IEvery step you take moves your hero down the road. A good road costs 750 steps a hex; forest, hills and marsh cost more. Steps walked while you rest are banked for the road ahead.
IIBands roam the roads by the clock and monsters hold every place. Your hero always stops before a fight and waits for you: fight, sneak past, back off or run.
Each evening the Daily Haul opens: the distance you covered, the fights won and lost, the places you reached, and a chest you earned by walking.
IVSleep is when your hero heals. Each morning a dawn card tells you where you woke and what the night brought. Rest never hurts you, not ever.
Farmland, forest, fen and ash on a map of hexes. The south is for new heroes. Thornwick holds the middle. The north belongs to the dead.
Four districts, each with its own chat and its own news. Tap a place on the map.
A mill town of crooked roofs and honest bread. The last place where the doors lock at night.

Battles play out on their own, in the spirit of Battle Brothers: hard, swingy, and mostly decided before the first blow, by your gear, your route and your nerve.

Hob's Meadow · SkirmishYour hero always stops before a fight and waits for you, whatever the hour.
Balanced and accurate. Strikes back when a blow misses you. Struggles against heavy armour.
Chops through armour and cleaves into a second foe. Good against packs.
Strikes first and reaches the back row. Finds the gaps in armour.
Crushes armour and stuns. Breaks bones, even the dead ones.
Quick, makes them bleed, slips between the plates.
Hits any row, archers and casters first.
Magic that strikes every foe at once. Armour is no defence.
Single-target magic that ignores armour.
Plate shrugs off blades and fangs, but it slows you, and magic goes straight through. Mail turns blades and teeth; bolts and maces still find you.
A bad blow leaves an injury that stays after the battle: a severed tendon, a punctured lung. Bandages, healers and surgeons put you right, for a price.
The Bestiary keeps every foe you've met, and their tricks stay hidden until you've seen them. Before a fight, a veteran tells you how your gear meets theirs.
"Crossbow bolts punch through mail."

Plate black with fire and a sword as long as a man. He holds the Lord's Hall with two revenants, and most heroes who walk in don't walk out.
So walk first. Standing before any boss, you can begin a Trial: for the next three hours your real steps wear it down. Every 500 steps lands a blow, and a full Trial leaves the boss and its guard 40% weaker.
Fights, chests and dungeons pay in gear: five slots, stats that roll, and wear you mend for gold at the forge.
Every foe it fells heals you 15% of your health. Each Legendary breaks one rule of battle: Emberbrand sets foes burning, and the Bastion of Saint Odric stuns whoever strikes your shield.
The Daily Haul, the Bounty Chest for a day's notices, a Guild Chest when your guild's boss falls. Every one is earned on the road. None are ever sold.
Tavern meals and bandages, weapon oils for the beasts and the dead, and firebombs for when it all goes wrong.
Real screenshots from the Android build as it stands today.









One shared world: the bands, the camps and the war front are the same for everyone, and other heroes show on the roads near you.
Up to thirty heroes under one banner. Each week a named foe, the Great Boar of Hollin or the Mother of Wolves, is worn down by every step your guild takes. When it falls, everyone who reached their goal on three days takes a Guild Chest.
Weekly groups of about thirty walkers at your pace. Points come from reaching your own goal, whatever it is, and walking far past it earns nothing more. Rewards are pennants, never power.
Add friends by code and follow their deeds: levels gained, rares slain, camps burned. Raise a cup to a friend once a day. No messages and no pressure, and never your steps, sleep or weight.
Talk with the heroes of your district, never the whole world. The crier calls out the news: rares slain, camps burned, Legendaries found, heroes fallen. Filtered and moderated, for players 13 and up.
Brann slew Greymane, the Old Alpha, at Whisperwood.
Edda burned a bandit camp on the King's Way.
Rowan found Emberbrand, a Legendary, in the Barrow of the Forgotten King.
Osric fell at Blackfen Marsh. A cairn marks the spot.
A warband gathers in the Northern Waste. Gravenhold looks to its walls.
Maud slew Red Jory in the Bandit Hideout.
Ser Garrick has been seen on the roads.
What the crier calls. In the game, news is heard in the district where it happened.
Promises the game keeps, written into how it works.
Marchling is in development, Android first. A closed test on Google Play comes next, and iPhone follows from the same game.
The muster roll opens with the closed test. Nothing you wrote was sent or saved, so come back soon and put your name down then.