Town — Switchback Hollow
Between walks, the hero comes home to a small trail town shown as a fixed portrait diorama, read near-to-far: arrive through the trail gate, cross the fountain square, and climb the switchback to the dungeon gate set in the old wall.
Places
| Place | What it does |
|---|---|
| Trail gate | The way home to combat — always one tap away (“Trail” plate in the bottom bar). |
| Hearth Tavern | The hero roster: choose between recruited heroes (free, reversible). |
| Quest board | Preview of future step-powered quests — rewards not decided yet; marked as such in-game. |
| Outfitter | Preview, buy and equip cosmetic outfits with play-earned gold. |
| Dungeon gate | “Enter the Trial” — the entrance to the Active Trial. |
Town rules
- Moving in town uses no steps. The avatar walks on-screen distance only; no town function can mint attacks, gold or quest progress.
- Imported steps keep resolving on the trail while you are in town; the HUD line reports “+N steps → N attacks on the trail”.
- Tapping a building walks the avatar there; arriving opens the lit “open” state and an arrival card with Enter.
- Nothing scrolls — the whole town, its labels and the persistent HUD (steps, gold, opponent HP, area, save state) fit one screen, with TalkBack-labelled destination plates.
- The scene survives rotation and process death; reduced-motion players get still frames with arrival marked by the lit buildings.
Under construction
Quest board rules, town interior art, NPCs and possible future buildings (blacksmith-style crafting, gear) are designed but not decided — see the roadmap. Any crafting added later will be instant and walk-fed: no idle timers, ever.