Wayfarer Builder
Name *
Description
Navigation Type * Linear Grid Freeform
Status * Draft Active Inactive
Optional. Reuse an existing asset from this game's Media Library, upload a new asset, or leave the slot empty.
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Use existing -- Select existing image -- No existing image assets have been uploaded to this game yet.
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Library Name
Optional. MP3 only. Maximum upload: 30 MB.
No audio
Use existing -- Select existing audio -- No existing audio assets have been uploaded to this game yet.
Distance Label Player-facing unit used for Linear travel distance, such as miles, km, leagues, or units.
Configure the Region's normal movement rate independently from the player's current direction. Direction is runtime journey state; this section defines how far one normal tick moves along the line.
Save this Region with Navigation Type set to Linear before enabling dedicated travel.
Use dedicated Linear Travel for this Region
Base Distance Per Tick The normal distance moved each tick before future conditional travel modifiers are applied. The player's current direction determines whether this distance increases or decreases Position.
Player may turn around freely in this Region When enabled, Action Mode offers Turn Around. Turning around does not consume a separate tick; the next travel tick moves in the opposite direction.
Compatibility: until dedicated Linear Travel is enabled, this Region continues using its existing Navigation Position Tick Effect. Once enabled, Region Tick Effects that directly target Navigation Position are ignored so movement is not applied twice. All other Region Tick Effects continue normally.
Choose the persistent information shown at the bottom of the player screen while this Region is active. The same HUD remains visible in both Action and Travel modes; full-screen Location and Storylet presentations cover it.
Show the HUD in this Region
Add Progress Bar
Source Select a bounded numeric Trait Game — Storm Clock (0–24)
Player-facing label
Show the numeric value beside the bar
Remove Progress Bar
These effects are applied while this Region is the player's current Region.
Each Tick Effect controls one target. Its results are checked from top to bottom. The first matching result wins within that Tick Effect. Separate Tick Effects remain independent.
+ Add Tick Effect
Traits are additional values associated with this region that can change during play.
Each authored trait can be shown in Inventory, Status, both, or neither. These settings affect presentation only; hidden traits remain available to gameplay logic.
+ Add Trait
Save Region
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