TERRALOOP

How to play & controls TERRALOOP

TERRALOOP is built on a small curved planet. The map is a patch of a sphere 30 km around, centred on the Eiffel Tower's real coordinates, so the ground bends away: at the edge of the playable Paris area, about 1.3 km across, it sits roughly 44 m below a flat plane. The hills, meadows and river are invented, and the river is scenery you cannot swim in.

Everyone on a server, up to ten travellers, shares one world that the server runs. It decides movement, hits and loot, so dialogue and menus never stop it; pausing freezes only your own traveller. The rules are written to combine: a fire arrow lights dry grass, burning grass makes an updraft you can glide on, ice arrows douse it and leave wet firebreaks, and the wind decides which way the flames run.

Chapter One restores five sanctuaries around Paris, each solved with a different rule rather than one shared input puzzle. After it come four continental expeditions, a co-op guardian raid and a timed glide course from the tower top.

Goal

A 3D journey RPG: set out from a camp in Paris and reclaim the sleeping ley lights by exploring, climbing, gliding and fighting. Your first expedition: wake the Eiffel Tower observatory and bring the forest's ley shard back to Mira.

Modes

Begin your expedition

Chapter One, from the Paris camp. The first expedition (tower, light crystals, glide, scout, weight plates, ley shard, camp soup) leads on to Lou's orchard and Theo's ridge, the northern beacon, Sera at Reed Landing and the Corrupted Pig Guardian, until all five sanctuaries are restored.

Try without signing in

A trial traveller held only in server memory, with three trial seats; two of the ten places are always kept for accounts.

Five continents · Core expeditions

Opens after Chapter One: Okavango Delta, Himalayan foothills, Aotearoa coast and Andean cloud forest, each three scenes with two choices. The middle choice changes the field task, such as raft or high bank; each completion gives a growth point and a recall stone.

Co-op guardian · Twin Ward

Joined from the Paris camp after Chapter One, up to four players with a waitlist. Two different allies standing on the two plates drop the shield for 12 seconds; alone, you get the AI ally Ari. Guardian health is 900 plus 300 per extra player.

Wind ring course

Six rings from the observation deck to camp, shown once the Sky Sanctuary is restored. The clock starts at the first ring, with 20 seconds allowed: 6.4 s or less is gold, 8 s silver, slower bronze.

Controls

ActionMouse & keyboardTouchGamepad
Move; sprint (dive while gliding)WASD; hold ShiftLeft stick, pushed fullyLeft stick; L3
Look, zoom, lock onDrag the mouse, wheel; Tab or middle buttonDrag the screen; Lock buttonRight stick; D-pad ↓
Jump; open or fold the paragliderSpace; Space again in midairJump buttonA / ×
Attack or use the selected toolLeft click or FAttack buttonRT (bow: hold, then release)
AimHold the right mouse buttonHold Aim, drag, then AttackLT
Roll / step backDirection + C / C aloneRoll buttonB / ○
Interact, climb, hold to collectEInteract button (hold)X / □ (hold)
Switch weapon or tool1–9Toolbar at the bottomLB / RB
Eat a dish / fruitQ / GMore › Food / FruitY / △ (dish)
Map, help, pauseM, /, EscMap button, ⅡView, Menu

Tips

Strategy tips

Fly the rings on the cruise line

The rings drop 31.5 m over about 128 m, almost exactly what an 18 m/s cruise loses at 4.4 m/s, so a clean cruise takes about 7.1 s: silver. Gold needs about 20 m/s on average. Dive (up to 28 m/s) only while you sit above the line, using each ring's 6.5 m pass radius as your margin.

Budget the tower climb

The ladder rises 74.5 m at 7 m/s and drains 4 stamina a second, about 43 in all; the prompt turns orange below about 47. Landing faster than 18 m/s costs twice the excess in health, up to 85, so open the paraglider first; your first hard landing each session is halved.

Roll through a charge, then counter

A directional roll covers about 5 m with 0.3 s of invulnerability for 20 stamina; C alone is a backstep with 0.2 s. If a charge passes within 2.4 m as you roll, a teal ring gives you 0.7 s to press F with the sword for a leap slash at double damage instead of 1.4×.

Match the weapon to the target

The Explorer sword (5 m, 120°, 23 damage every 0.48 s) has the best damage per second against ordinary monsters. The Breaker Club (4.2 m, 160°, 32 every 0.95 s) wears twice as fast, and its 1.6× armour break works only on the Pig Guardian, where it edges ahead, about 54 to 48 per second.

Reading the Pig Guardian

From 8 m away it stamps for 1.4 s with its direction already fixed, charges up to 27 m for 32 damage, then stands for 2.4 s taking 1.5× damage. Below half health it chains up to two charges and, up close, draws a violet ring that hits anyone grounded within 9.5 m for 24 after 1.1 s: leave, jump or roll.

Crowned chieftains

After your third kill, a wild group's first monster may be a crowned chieftain: 6% near the tower, 12% from 230 m out, 18% beyond 420 m. It has 2.4× health and 1.35× damage and pays each contributor +2 Hopebloom, +2 meat and +4 arrows.

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