Dawnshard Vale

Purple Pixel Labs is the indie software studio of Carl Ratcliffe
Coming very soon
The Crown of Dawn is shattered and the sky has gone strange. Fish, forage, forge, trade, dig up secrets, and sail the Sundering Sea, and find the Shards before the Dark King does.

Mara, Kip, Granny and friends wander the square by day, head home when the rain starts, and mutter in speech bubbles as you pass. Shops shut at dusk. At night a lantern-carrying watchman takes over.

Rain rolls in on some days, with thunder on the wild ones. When the sun sets, windows light up, torches glow and fireflies drift over the grass while the music turns calm.


Spin attacks, bombs for cracked walls, a bow, magic that costs mana, and armour you forge yourself. Hits have real weight: a freeze-frame, a screen shake and a burst of sparks.

Sealed tombs, a locked boss door and a giant slime who does not appreciate visitors.


Fourteen species across lakes, marshes and mountain streams. What bites depends on where you stand, the time of day and the weather.
Look for bubbling hot spots on the water for faster bites and rarer fish. Fighters differ: pike dart, eels leap, and the legendary ones tire slowly. Land a trophy-size catch for a bonus.


Seven kinds of wildlife with real habits. Stand still and a hamster wanders close. Walk and it bolts. Step aside from a charging boar. Chase down the raccoon that just took your coins.







Craft jerky, boar roast and frog skewers. Sell the rest.
A different fish or beast every day, with coins and favour.
Hunt every species, including the lion, for a Piece of Heart.
Wait for the bite, then press Z. Night-time fish are bigger. And keep a pickaxe handy: soil that looks lumpy is hiding something.



Four crafting stations, each with its own recipes and skill. Cook fish for healing meals, smelt ore into bars, forge blades and armour, brew potions at the apothecary cauldron.


Prices drift day to day, shops rotate their wares and every merchant tracks your friendship. Sell too many of one thing and the price sags. Befriend Kori, Brenn or Ilma and rarer goods appear.





Forests, a lake, mountain foothills, highland ruins and a village with a house for everyone.





Follow the south-east road to a working port: piers, a lighthouse, a tavern with a bard, a fish market, a boatyard and a warehouse full of rats. Then fix up the old rowboat and sail out onto the Sundering Sea.

Lantern Isle, Coral Cay, Whale Rock, Mistral Isle, Bonewreck Cove and the Sunken Shrine. Each has its own people, secrets and a reason to come back.






A star fell into the Sundering Sea and the Tidewardens of Vael forged the Crown of Dawn. Prince Morwen wore it, it broke into three Shards, and he became the Hollow King. Read ancient tablets, listen to the people of the coast and fill in the Chronicle, fourteen entries in all.

The menu keeps your quests, your Chronicle and a sea chart that fills in as you sail.



Free a ghost captain in her grotto, then take on the Deep Keeper in the Sunken Shrine for the second Shard of Dawn.


From 1 December a Winter Market opens in Saltmere with hot cocoa, gingerbread and snow globes. Eleven new fish and curiosities join the fishing log, and Oakham Farm now grows potatoes and tomatoes, with hens that lay daily.



Step inside every building on the quay. Each one has its own people, stock and secrets.






Every house and shop has its own floors, wallpaper, rugs and furniture, so you always know where you are.






Talk to everyone. Almost all of them have a problem, a rumour or a quest.






Buy upgrades at the boatworks, then take the helm. The open water is full of buoys, wrecks, whales and trouble.






Seven named islands and a scatter of islets, each with its own landmark and quest.






Your quest log tracks every thread. Lore tablets unlock chronicle entries about the Sundering, and the sea chart fills in as you explore.



New recipes, a bench and a cooking fire, a farm stand and a bag full of forage.






Every stall has its own prices, daily “wanted” items and friendship perks.



Plug in a controller and it just works: move with the stick or D-pad, swing the sword, swap items and open menus without touching the keyboard.
All of it runs from a single WordPress shortcode.
Screen-by-screen overworld, caves, a crypt, a harbour town and a sea to sail.
Sword, spin attack, bombs, bow, wand, boss battle.
Forage, mine ore, fish, hunt, cut grass for fibre and surprises.
Bench, forge, cooking fire and alchemy cauldron.
Drifting prices, barter, friendship, daily contracts.
20 hidden secrets, Pieces of Heart, hints from locals.
Saves automatically in your browser and picks up where you left off.
Choose Easy, Normal or Hard, then save, load, quit or restart from the menu.
27 music tracks and a full set of sound effects.
Play in your browser: arrow keys or a gamepad to move, Z or A to act, X and C for tools.
Useful game design links
Pixel art: Ninja Adventure – Asset Pack by pixel-boy
Itch.io assets: Top free game assets tagged Pixel Art – itch.io

Dawnshard Vale is a top-down adventure in the spirit of the classics. You explore a vale screen by screen, fight with sword, bow and magic, and then keep going: cook, forge, brew, fish, farm, hunt, trade, and finally sail out from Saltmere Harbour to a sea of islands.
This manual explains how things work, in depth. The story chapters near the back contain light spoilers, so skip them if you would rather find the tale for yourself.
| Action | Keyboard |
|---|---|
| Move | ←↑↓→ or WASD |
| Sword, talk, read | Z or Space |
| Spin attack | Hold Z, then release |
| Tool slots | X and C |
| Menu | Enter |
| Change spell | Q (in the menu) |
| Sound on / off | N |
The tool slots hold whatever you assign to them from the ITEMS tab: the bow, bombs, the fishing rod, the wand and more. Switch what is in them as often as you like.
Face something and press Z. That is how you talk to people, read signs and stone tablets, open chests, use the bench, forge, cooking fire and cauldron, plant and harvest crops, greet the hens and board your boat. Beds put you to sleep, and a new day begins.
Plug in a standard controller and press any button. The game finds it automatically, in Chrome, Edge and Firefox, and the keyboard keeps working alongside it.
| A | Sword, talk, read, confirm |
| X or B, Y | The two tool slots (the triggers work too) |
| Start | Open the menu |
| LB / RB | Change spell |

Press Enter to open it. Use left and right to switch tabs.
| ITEMS | Your gear. Assign tools to the X and C slots here. |
| BAG | Materials, crops, food and key items. |
| QUESTS | Everything you have taken on, with the next step. |
| SKILLS | Your levels, and what each one unlocks. |
| MAP | The vale as you have discovered it. |
| LOG | Fish you have caught and creatures you have hunted. |
| LORE | The chronicle, filled in by tablets and stories. |
| SYSTEM | Save, sound, help, back to the title. |

Six skills grow as you use them: Foraging, Mining, Fishing, Cooking, Smithing and Alchemy. Each goes up to level 10, and the SKILLS tab shows your progress bars.
The XP for a level rises steadily: 20 + 14 × your current level. Level 1 to 2 needs 34 XP, level 5 to 6 needs 90, and level 9 to 10 needs 146.
| Skill | You gain XP by | What levels do |
|---|---|---|
| Foraging | Cutting grass, harvesting crops | More herbs and mushrooms from grass. Honey starts dropping at level 4. |
| Mining | Breaking rocks and ore veins | A better chance of extra ore from every rock. |
| Fishing | Landing fish (rare ones give more) | Shorter waits, a wider green zone, bigger fish, and new species at levels 2, 3, 4 and 6. |
| Cooking | Cooking at a fire | New recipes, plus a bonus-yield chance. |
| Smithing | Using the bench and forge | Better gear unlocks at higher levels. |
| Alchemy | Brewing at the cauldron | New potions, plus a bonus-yield chance. |

Swing the sword with Z. Hold it down to charge, then let go for a spin attack that hits everything around you.


Dungeons are dark. Keep an eye out for torches, bring a full set of hearts and read the room before you rush in. Keys open locked doors.
Every boss has a pattern. Spend the first moments dodging and watching, find the opening, then strike.
Two more bosses wait beyond the harbour: a ghost captain and something very large in the deep. Both reward patience.
The world is a patchwork of screens. Walk off an edge and the view slides to the next one. Each region has its own look, creatures and things to gather.


A name flashes on screen as you enter a new region. Check the MAP tab to see where you have been and what is left to find.



Time passes as you play. Some days it rains, and storms bring thunder. At night windows glow, torches burn and fireflies drift over the grass.

Stand in front of someone and press Z to talk. Many people have a problem, a rumour or a job for you. When you take one on, it appears in the QUESTS tab with the next step spelled out.


Twenty secrets are hidden around the vale and beyond. Cracked walls, odd stones, out-of-place bushes and patches of bare ground are all worth a bomb, a shovel or a long look. When you find one, the game tells you.
Collect four Pieces of Heart and they combine into a new heart container. You can earn them in three ways:


Every skill levels up with use (Foraging, Mining, Fishing, Cooking, Smithing, Alchemy) and the SKILLS tab shows your progress.


| Workbench | Arrows (x5), bombs (x3), bait, rope, and the first armour. |
| Forge | Smelts ore and wood into bars (iron, then copper, silver, steel with coal) and forges swords and heavy armour. |
| Cooking fire | Turns ingredients into meals, from rice balls to steaks, stews and pies. |
| Alchemy cauldron | Brews potions, elixirs and teas. |
Stand at a station and press Z. Recipes list their ingredients and the skill level they need. Each craft earns skill XP, and once you out-level a recipe it can pay out bonus items.
| Tier | Sword | Armour |
|---|---|---|
| 1 | Hero’s Sword | Travel Tunic |
| 2 | Iron Edge | Leather Jerkin (Smithing 2, 12% less damage) |
| 3 | Steel Blade | Iron Mail (Smithing 3, 22% less) |
| 4 | Dawnsteel Blade | Steel Plate (Smithing 6, 32% less) |
Armour upgrades cost bars, leather and some coins (20, 80 and 200). Some recipes only appear after you buy their scroll from Ilma or Zeph.
Raw ingredients heal little. Cooked meals and brewed potions heal a lot and many of them add a buff, a timed bonus shown on the SKILLS screen. Only one buff is active at a time, and eating another replaces it.
| Item | Heals | Buff |
|---|---|---|
| Rice Ball | 2 hearts | - |
| Life Potion | 3 hearts | - |
| Grilled Fish | 4 hearts | - |
| Sushi | 6 hearts | - |
| Herb Stew | 4 hearts | Regen: slowly heals for a minute |
| Frog Skewer | 3 hearts | Regen |
| Fish Pie | 3 hearts | Guard: take 25% less damage |
| Hearty Steak | 5 hearts | Power: the sword hits harder |
| Boar Roast | 6 hearts | Power, for longer |
| Angler’s Platter | 5 hearts | Angler’s Luck: bites come faster, rare fish are likelier, and the green zone is wider |
| Calm Tea | some mana | Focus: mana returns faster |
| Mana Elixir | all mana | - |
| Greater Life Potion | all hearts | - |


Wild animals roam the regions. Learn their habits before you fight.
Hunting drops meat, leather, fur, fangs and more, all useful at the cooking fire, forge and shops. The LOG tab keeps a record.



Potatoes, tomatoes and eggs go into hearty recipes at the cooking fire.


Five traders cover the vale. Each has a regular stock that refreshes every morning, a few rotating specials, one thing they badly want today, and a short list of gifts they love.
| Trader | Sells | Buys well |
|---|---|---|
| Kori General Store | Bombs, arrows, rice balls, bait, potions, honey, leather | Feathers, wood, fibre, stone, honey, seeds, herbs |
| Brenn The Forge | Pickaxe, shuriken, coal, iron bars, leather, rotating ore and bars | Ore, coal, bars (85%) and gems (80%) |
| Ilma Apothecary | Herbs, vials, potions, elixirs, mushrooms, recipe scrolls | Herbs (90%), potions (85%), gems |
| Tomo Tomo’s Catch | Bait, grilled fish, rod upgrades, the Fish Pie recipe | Fish (95%) and cooked food (75%) |
| Zeph The Peddler | Gems, silver, scrolls, rare recipes, barter deals | Gems and silver, at the best rates of all |
Zeph only comes through every third day, and only while the sun is up. If he is in the square, buy while you can.
Every item has a base value. A shop pays a share of it, which depends on the shop and the kind of item (Tomo pays 95% for fish and 35% for most other things).
Every trader remembers you. Friendship runs from zero to three stars, and each star is worth better prices, more stock and warmer greetings.
| You do this | They like you more |
|---|---|
| Choose Chat (once a day) | +2 |
| Give a favourite gift (once a day) | +12 |
| Spend coins in their shop | 1 point per 30 coins |
| Sell them goods | 1 point per 25 coins earned |
| Finish a guild contract set for them | +6 |
The stars come at 40, 120 and 260 points. If you do not know what someone likes, choose Give a gift and they will tell you.
Some of the peddler’s goods cost no coins at all. They are priced in items instead.

The notice board in Oakham posts five new contracts every day. Take up to three at a time. Each one lasts three days, and expired jobs simply vanish.
Each reward pays coins, guild XP and +6 friendship with a named trader. From Gold rank some also carry a bonus gem.
| Rank | Guild XP | Reward bonus |
|---|---|---|
| Novice | 0 | base pay |
| Bronze | 60 | +18%, harder jobs |
| Silver | 160 | +36%, rarer targets |
| Gold | 340 | +54%, bonus gems |
| Legend | 640 | +72% |


| Fishing level | 4% shorter per level (36% at level 10) |
| Rain | 20% shorter |
| Worm Bait | Halves the wait, and uncommon fish are likelier |
| Shiny Lure | Wait cut to 40%. Rare fish are three times likelier and junk never bites |
| Hot spot | Bubbling water on the lake. Wait cut by about half, and rare fish twice as likely |
| Master Rod | 20% shorter, longer cast, longer bite window |
Bait and lures are used up by the cast. To stow the rod before a bite, press X or C.

A bar appears at the bottom of the screen. A green zone is the part you control. A coloured marker is the fish.
| Fish | Where and when | Size cm | Needs |
|---|---|---|---|
| Minnow | Anywhere fresh | 5–12 | |
| Silver Perch | Lakes, woods. Likelier by day | 12–30 | |
| River Carp | Lakes, woods, marsh | 20–48 | |
| Mud Crab | Southern Marsh mostly | 8–18 | |
| Mere Squid | Lake Mere | 15–40 | |
| Rainbow Trout | Mountain streams. Twice as likely in rain | 25–55 | |
| Whisker Catfish | Lakes, woods, marsh. Night | 40–90 | Level 2 |
| Rock Octopus | Lake Mere | 30–70 | |
| Lake Pike | Lakes, mountains. Dawn and dusk | 50–110 | Level 3 |
| Ruby Koi | Lakes and woods. Fair weather, not at night | 40–80 | Level 3 |
| Thunder Eel | Lakes, marsh. Storms only | 70–130 | Level 3 |
| Moonfin | Deep night, dry weather | 30–60 | Level 4 |
| Golden Carp | Lakes. Likelier at night | 55–95 | Level 3 |
| King Sturgeon | Lakes, mountains | 120–210 | Level 6 and a Strong Line |
Where the table says “lake”, it means Lake Mere and its shore. “Mountains” covers Stonepeak, the Highlands and the Northern Cliffs. Everywhere else counts as woods.


Fish are graded by colour: common, uncommon, rare and legendary. Rare and legendary fish fight harder and pay far more.
Not every bite is a fish. Junk is usually just a branch, but about one in seven is a waterlogged purse of coins, and now and then there is an Emerald. Bait cuts the junk to a quarter. A lure stops it entirely.
| Strong Line | 260 coins | A much wider green zone. Needed for the King Sturgeon. |
| Fast Reel | 340 coins | The zone follows your hand faster. |
| Master Rod | 760 coins | Longer cast, quicker bites, forgiving fights. Needs the Strong Line. |
The better upgrades unlock as your friendship with Tomo grows.

Follow the south-east road to a working port. There is plenty to do before you sail.





Regatta: talk to the Dockhand, then sail the buoys in order against the clock. Bronze, silver or gold.

The sea chart in the MAP tab fills in as you explore. Seven named islands and a scatter of small ones wait out there.



Long ago a star fell into the Sundering Sea. The Tidewardens of Vael, a shining island-city, forged it into the Crown of Dawn. While the Crown burned, the Long Night stayed beyond the horizon.
The Tidewardens swore to keep the Lantern Line: seven lighthouses from the northern cliffs to the southern reef, each lit at dusk so that no ship would be lost to the dark.
But Prince Morwen of Vael wished to hold the dawn forever. He put on the Crown himself, and the light broke it. The Crown burst into three Shards, and what was left of the prince was hollow. The dark has worn his name ever since: the Hollow King.
Vael slid beneath the sea in a single night. Three hundred years have passed. The survivors rowed to the lake-mouth and built Saltmere, named for the salt on their faces, and kept the Lantern Line burning out of habit, then out of love.


Each Shard went somewhere different.
Hester locked the shrine with three Sigils, keys shaped like waves, and scattered them. The Lantern Sigil is kept where the light once burned. The Coral Sigil is kept where the sea is kind. The Bone Sigil is kept where Hester sleeps. Then she sailed the Marigold into the dark to lead the Hollow away. She never came home, and her crew would not leave her.
The shrine rises from the sea only on the highest tides, and it opens only to someone who carries all three Sigils. A creature of the deep guards it. The old charts call it the Deep Keeper. It was a friend of the Wardens once. It does not remember.


| Elder Wynn | Oakham’s elder. Hands you a sword and tells you what the sky is saying. |
| Kori, Brenn, Ilma, Tomo | The vale’s merchants: general goods, forge, apothecary and fish. |
| Zeph | A peddler who passes through every third day with things nobody else has. |
| Joss | Keeps the stand at Oakham Farm. |
| Odalys | Saltmere villager who wants the Harbour Light burning again. |
| Marlow | Keeps a stall on the quay and a wary eye on customers. |
| Orrin | Keeper of the last lantern on Lantern Isle. |
| Ned | A boy stranded on a sandbar, and hungry. |
| Maren | A selkie on Whale Rock who has lost the old songs. |
| Echo | A lingering voice at Bonewreck Cove. |
| Captain Hester Vane | The last Tidewarden captain. Her story lives on in the logs she left behind. |


The LORE tab lists every entry. Undiscovered ones show as ??? with a hint about where to look. Stand in front of a tablet and press Z to read it, or listen to what people tell you.
| Entry | Where to look |
|---|---|
| The Crown of Dawn | Told by Elder Wynn |
| The Hollow King | Ask the Harbourmaster |
| The Lantern Line | A stone on the Saltmere quay |
| The Founding of Saltmere | A plaque in the harbour square |
| The Sundering | Lantern Isle |
| The Last Lantern | Lantern Isle |
| The Three Sigils | Ask a scholar of the old charts |
| The Kind Water | Coral Cay |
| The Last Voyage | Bonewreck Cove |
| The Selkies | Whale Rock |
| The Star Charts | Mistral Isle |
| The Sunken Shrine | Out in the far south-east |
| The Deep Keeper | The Sunken Shrine |
| A Word from the Hollow | Deep in the shrine |

From 1 December, a Winter Market opens in the harbour square. Look for hot cocoa, gingerbread and snow globes, plus a few decorations around town.

New fish and curiosities join the fishing log: axolotls, clownfish, banded sharks and more. Fill the page.
Dawnshard Vale is an indie game by Carl Ratcliffe (Purple Pixel Labs), a homage to the Game Boy Advance 2D role-playing games of the early 2000s.
Purple Pixel LabsTypeset in Lora.

Thank you for playing.
Dawnshard Vale · drafted 13 Oct 2026 · dates are estimates, except 1 December
Shipped to players together, but built and tested in three steps, in this order.
Invisible to most players, but everything else rests on it. Playtest and back up saves before moving on.
Before Inn Life, so the new inn rooms are built in the new style.
Open weekdays 12 to 1 and 7 to 10 in the evening, and all day at weekends.
A festive side quest, independent of the main story.
The world starts to live and change.
The main story returns: a choice, not a fight.
A place that is yours.
Endless things to do after the story.
Make the hero yours.
Releases 1 and 2 ship together as one release. Inn Life is a priority, ahead of the winterland. Chapter 3 stays at about February.
Releases 1 and 2 together are tight for 1 December. If time runs short, move Contests and Inn Life stage 2 (including horse racing) to Release 4 first.