πŸ₯š

WYLDREALM

Somewhere very close to here, another world brushes against ours.
A creature slipped through β€” and it's waiting to meet you.

Have a creature already? Scan your sigil or tap your link to visit it.

FOR KIDS

THE STORY

Long before the first map was drawn, the Wyldrealm touched our world β€” and in a few lucky neighborhoods, it still does. Creatures cross the seam: dragons small as a promise, golems of moss, geese full of thunder. A creature that crosses over can't survive alone. It bonds to one child β€” its Keeper β€” forever.

That's where you come in. Hatch your egg, give your creature a true name from the Book of Names, and watch over it as it explores a realm you can only visit through its eyes.

CREATURES OF THE REALM

No one chooses their creature β€” the egg decides. Some Keepers hatch a Common Sheep with the heart of a hero. A rare few hatch a Mythic. These are a few of the creatures Keepers have met so far:

πŸ‰
Ember Dragon
πŸ¦β€πŸ”₯
Sun Phoenix
πŸͺΏ
Thundergoose
πŸ‘»
Ghost Wolf
πŸ¦„
Unicorn
πŸ‡
Moonhare
πŸ¦–
Rumblejaw
πŸ‘Ύ
Glitchling
🦣
Frostback Mammoth
🦭
Selkie
πŸ„
Sporeling
🐍
Basilisk
❓
???
❓
???
❓
???

…and many more that no Keeper has hatched yet. What sleeps in your egg?

A REALM TO EXPLORE

Every morning your creature travels somewhere new and writes home in its field journal. Twenty places wait behind the fog of your map, including:

🌲 Glimmerwood 🌊 The Barkley Shore 🏞️ Red River Gorge πŸ– Wilson's Butcher Shop & Tavern πŸ“š The Sunken Library 🌠 Starfall Meadow πŸ•³οΈ The Whispering Caves πŸŽͺ The Wandering Market οΌ‹ twelve more behind the mists…

And Keepers whisper of mythic places that appear on no map at all β€” an ice-cream shop run by frost-sprites, a tower of blue glass, a river that sings underground. Find one, and you'll never forget it.

WHAT KEEPERS DO

πŸ₯šHatch and name. Crack your egg, meet your creature, and choose its true name β€” Turbomuffin, Shadowfang, Biscuitbolt. Choose wisely; true names are forever.
πŸ“–Visit every day. A new journal entry every morning, treasure dug up along the way, and a daily blessing that grows the longer your streak runs.
βš”οΈBattle. Face wild rivals β€” or scan a friend's sigil for a Friend Duel: secret strategies, the Omen's Favor, and a turn-by-turn arena showdown.
πŸŽ’Collect. Lucky Pebbles, Bottled Gales, maybe a Mythic treasure. Clutch one before a duel for an edge.
πŸ…Earn your place. Fill your Trophy Shelf, climb the ranks from Scrapper to Arena Legend, and see your creature's name on the realm-wide Realm Board.

βš”οΈ THE TRIALS OF THE WARDENS

Scattered across the realm are hidden dungeons β€” old vaults kept by nine mysterious Wardens and the Guild of Truly Astonishing Puzzlers. About one day in six, your creature stumbles onto one.

Inside: three trials with three ways through each (force it, spell it, or face it with a steady heart), something waiting in the corridor β€” fight it, slip past it, or, if you're brave in a different way, offer it peace β€” and at the end, a Warden's door. Pass their test and you'll carry home treasure found nowhere else in the realm. A flawless run opens the vault's oldest shelf β€” some Keepers whisper of a Crown-Shard of the First Warden, but none can prove it.

Lose? The Wardens send you back to the daylight with a single word: stronger. Your dungeon waits at the entrance until you're ready.

FOR PARENTS

WE DON'T TRACK ANYTHING. REALLY.

Wyldrealm has no accounts, no app, no downloads, no ads, and no analytics. We never ask for β€” or store β€” a name, email, age, photo, or location. The bracelet's link is the only key that exists.

Kids never type free text into the game. Even creature names come from a curated word list, and the AI that writes journal entries only ever receives game state (species, location, dice rolls) β€” never anything about your child. There is nothing here to leak, sell, or breach, because we simply don't have it.

ABOUT THE BETA (AND SCREEN TIME)

Right now Wyldrealm is in its Explorer's Beta: kids can press "New day" to turn the realm's days quickly and see lots of the world while we test. That's temporary, and on purpose.

The finished game turns one realm-day per real day, early each morning. A visit is meant to be five delightful minutes β€” read the journal, check the map, maybe fight one duel β€” and then done until tomorrow. It's designed to be a small daily ritual, not a bottomless feed. When the day's story is read, the best thing a Keeper can do is what their creature is doing: go outside and explore.

BRACELETS, SIGILS & LINKS

Coming soon: tap-to-visit bracelets. Each woven bracelet carries a tiny NFC chip β€” the same passive, battery-free technology as tap-to-pay cards. Hold a phone near the bead and the creature's page simply opens. Nothing to install, nothing to charge, nothing to pair.

For now, each creature comes as a printed scroll with a QR "summoning sigil" and a short web address. Scan the sigil with any phone camera β€” or type the address into any browser β€” and the creature appears. It works on any phone, tablet, or computer.

One thing to know: the link is the key. Anyone who has it can visit that creature, so treat it like a house key β€” share it with family, not the whole internet.

Wyldrealm is a small family project, made in Lexington, Kentucky
by a dad and an almost-twelve-year-old with strong opinions about geese.

🏰 Visit the Realm Board · wyldrealm.com