Solablo Documentation
Everything you need to reclaim the Light — controls, combat, spells, the six worlds and their wardens. The stat tables below are generated straight from the game's data, so they always match what you play.
Overview #
Solablo is a browser-based, dark-fantasy 2D action-RPG. It plays instantly — no download, no install — with click-to-move combat, learnable spells, rarity-graded loot and a boss guarding every world.
At a glance
Getting Started #
From the site, hit Play. You'll see a quick gate:
- Play Demo — jump in immediately. Your progress saves locally in this browser.
- Connect Wallet — sign in with Solana for cross-device cloud saves, holder perks, staking and the on-chain item marketplace.
- Email & Password — sign up with just an email for cloud saves across every device, no wallet needed. Link a Solana wallet anytime for the on-chain layer, or add an email to a wallet account — one account, both ways.
On the title screen choose New Game, or Continue if a save exists — Continue drops you back on the same map, right where you left off. New Game starts you in the Forest with a short prologue. First time in? Hit Tutorial for a guided sandbox that teaches the basics and saves nothing.
Controls #
| Input | Action |
|---|---|
| Left-click ground | Move the hero there (hold to keep moving toward the cursor). |
| Left-click enemy | Charge in and attack with your equipped weapon. |
| 1 … N | Cast the spell in that hotbar slot (costs mana). |
| Space | Dash — a quick dodge lunge toward the cursor, with brief invulnerability and a short cooldown. On touch, use the ⚡ Dash button. |
| T | Passive Skills — spend your level-up points on permanent bonuses. On touch, use the ⭐ Skills button. |
| Y | Bounties — this biome's rotating contracts and your progress. On touch, use the ⚑ Bounties button. |
| J | Achievements — milestones you unlock as you play: kills, bosses, levels, loot and more. |
| U | Upgrade Spells — spend gems to rank up your known spells. On touch, use the ✦ Spells button. |
| I | Inventory — equip/unequip gear; bonuses apply instantly. |
| V | Vault — stored items kept safe across runs. |
| C | Crafting. |
| Q | Quests / objectives. |
| R | Reliquary — at the Sanctum altar, open a relic Cache (needs 3 relics). |
| M | Audio mixer — balance music, effects and narration. |
| L | Toggle name labels above all loot lying on the ground. |
| P | Pause / resume. |
| Esc | Back out one step: closes an open panel or dialog, otherwise opens the pause menu (hero stats · Continue · Sound · Exit to Menu). It never drops you straight to the main menu. |
Walk onto a dropped gem or item to pick it up. Step into a town building to use it: the Smith forges level-scaled weapons and armor — and stocks the occasional set piece at a premium, so a full set is something you can hunt or buy toward; the Market trades mixed gear; the Healer patches you up and sells the Ankh of Return (revive on the spot, no corpse run); and the Alchemist sells potions, including the Battle Draught (+40% damage for 60s) — quaff it right before a boss.
On a phone the on-screen Bag · Vault · Craft · Quest · Sound · Menu buttons let you play touch-only; on desktop they sit on screen too, so a mouse alone is enough — the keyboard shortcuts above are just a faster alternative. Every panel has an ✕ to close it.
Combat #
Click an enemy to attack it; click the ground to reposition. Your damage, max HP and move speed come from your level plus equipped gear and socketed gems.
Chain kills quickly and a kill-streak combo flares on your hero — ×5, ×10, ×15 and up, escalating in colour. Pure flair — a reward for tearing through a pack.
Difficulty tiers
Enemies come in three tiers, chosen by how far you are from the map center — the further out you push, the deadlier the foes (and the closer the boss zone):
Enemy scaling
Enemies also scale to your level, so the world keeps pace as you grow.
The map is huge and densely populated, and slain enemies respawn after a short delay — there's always pressure, and always more XP to farm before a boss.
Critical hits
Every hit — melee or spell — has a chance to land a critical strike for double damage, shown as a big golden number with a brief screen shake.
Status effects
Elemental spells leave their mark on enemies: fire (Fireball, Meteor) sets them Burning for damage over time, Frost Nova Chills them so they crawl at half speed, and Lightning briefly Shocks (stuns) its target.
Champions
Some enemies spawn as Champions — tougher, deadlier and dropping far better loot, each marked by a coloured aura that telegraphs its modifier: Swift (sprints and strikes faster), Frenzied (a relentless, hard-hitting flurry), Stoneskin (shrugs off most damage), Molten (detonates in a fiery nova on death — don't linger on the corpse), and Arcane (immune to elemental status and blinks away to dodge). Tougher champions can roll two modifiers at once.
Delves
Each world hides an optional delve — a themed sub-dungeon found by exploring, marked by a tinted cave-mouth: the Forest's Overgrown Barrow, the Desert's Sunken Tomb, the Frozen Hollow, the Sundered Vault, the Ossuary and Hell's Molten Forge. Each is packed with tougher foes and champions, dense treasure, and a signature floor hazard to avoid — poison, sinking sand, freezing ice, crackling energy, cursed ground or lava. They're fully repeatable — the reward is the loot itself.
Random Events
The worlds are alive with surprises. Buff shrines are scattered across every map — step near one for a timed blessing: Might (+damage), Renewal (health regen), Haste (+move speed) or Warding (damage reduction). And watch for The Hoarder — a fleeing treasure-goblin that turns up now and then; run it down before it escapes and it spills a hoard of elite loot.
Puzzle Vaults
Some maps hide a sealed vault — a sigil-locked cache ringed by three runes. The cache shows a sequence of sigils; light the runes to match that order and it bursts open with an elite hoard. Click a rune out of order and they all go dark — read the sigils and try again.
Passive Skills
Every level grants a passive point. Open the tree with T (or the ⭐ Skills button) and spend points on permanent, stacking bonuses: Might (+damage), Vitality (+max HP), Precision (+crit), Swiftness (+move speed), Ward (damage reduction), Attunement (+mana) and Bloodlust (heal on kill). Build your hero your way — and Reset any time to respec.
Bounties
Each biome sets three rotating bounties — slay monsters, defeat champions, open chests, catch the Hoarder or solve a vault. Track them with Y (or the ⚑ Bounties button); each completes on its own and drops a bonus elite reward. A steady reason to keep exploring.
Boss Fights
Bosses aren't just walls of HP — they telegraph their attacks. A slam ripples out from the boss, and glowing red zones bloom on the ground beneath you before they erupt. Read the tells and dash clear. Drop a boss below a third of its health and it enrages — striking faster and hitting harder. Movement wins these fights.
Spell Upgrades
Spend gems to rank up your spells (press U, or the ✦ Spells button). Each rank makes that spell hit harder — up to +80% at max rank. Pour into your favourites and build a signature caster.
Legendary Procs
Every legendary and relic item carries a proc — a special combat effect shown right on the item: chain lightning, ignite or life-leech on hit, or exploding kills and a ward on kill. Stack more legendaries to stack their procs — the chase-loot that turns a lucky drop into a whole build.
Spells live data #
Spells are cast from the hotbar with the number keys, spending mana. You start with a basic kit and learn new spells from scrolls found in the world.
Each spell has its own range — shown as a faint ring around the hero that flares with every cast. Targeted spells only strike enemies inside that ring and on revealed ground; foes still hidden in the dark, or beyond your reach, are never hit. Your range grows a little each level, so you reach farther as you advance.
Items & Loot #
Slain enemies drop gems (currency) and, often, gear. Gear is rarity-graded and rolls bonuses to damage, max HP and speed — equip it from the inventory (I) for an instant effect.
Charms are a rarer drop that grant their bonus — damage, HP, speed or mana — passively while carried in your bag. They're never equipped, so several stack. Look for the ◈ marker.
Open the inventory (I) to see your full derived stats — damage, max HP, armour, crit, attack speed, move speed, life-on-kill and any active set bonuses — so you know exactly what your build adds up to.
Item power — every drop rolls at a loot level, and that level is your character level. Its power is that level × its rarity, plus the affix rolls and any socketed gems. So gear scales with you: level up and your drops get stronger automatically.
To push power higher: ascend (each New Game+ loop scales enemies and XP, so you out-level forever — the real endgame engine), farm bosses and elites (bosses drop gear ~6 levels higher, plus relics), chase rarity (higher tiers add a big power weight, extra affixes and more sockets), socket power gems, and climb holder tiers for better rare/legendary luck.
- Rarity stars grade every item at a glance — ★ Common, ★★ Magic, ★★★ Rare, ★★★★ Legendary, and the super-rare ★★★★★ Relic (see Relics).
- Loot boxes are scattered across every map and guard extra rewards.
- Hidden helpers — a few wandering souls are scattered across the worlds. Find one and they'll mend you and offer a word of guidance (meet them in Characters).
- Loot magnet — gems and drops near you are pulled to your hand automatically, so nothing worth having is lost in the grass. Points of interest — shrines, the boss, your own dropped loot — show as markers on the minimap.
- Socketable gems slot into gear for extra bonuses — Ruby (+damage), Sapphire (+max HP), Emerald (+speed) and Amethyst (+max mana). Higher rarities have more sockets; relics have the most.
- The Vault (V) keeps chosen items safe across runs and ascensions. Both columns are sorted by gear type, then rarity (best first), and a row of slot-filter chips at the top narrows the view to a single gear type — so finding your best sword in a packed vault is one click, not a hundred pages.
- Crafting (C) turns materials and essence into upgrades.
Town & Shops #
Town anchors the center of every world — a safe haven with four shops. Step onto a building to enter, and spend the gems you've looted.
- Smith — forges weapons and armor scaled to your level, and now and then stocks a set piece at a premium, so a full set is something you can hunt for or buy toward.
- Market — a rotating stock of mixed gear across every rarity, bought outright with gems (priced by rarity). The shelves refresh between visits, so drop back in between runs — it's the place to grab the upgrade your own loot never handed you.
- Healer — restores you to full health, and sells the Ankh of Return: a one-use charm that revives you on the spot with all your gear, skipping the corpse run. Worth carrying before a hard fight.
- Alchemist — potions and battle consumables, including the Battle Draught (+40% damage for 60s) — quaff it right before a boss.
Crafting #
Open the Crafting Bench (C, or the Craft button on touch) to reshape your gear. Everything runs on two materials:
- Gems — your currency, dropped by kills, chests, bosses and daily quests.
- Essence — the crafting material. You get it by salvaging unwanted gear; there is no other source, so feed the bench the loot you won't use.
The bench has three tabs: Modify (change an item you own), Sockets (set gems into gear), and Recipes (cut gems and forge brand-new gear). Rarity goes common → magic → rare → legendary; higher rarity rolls bigger bonuses, extra affixes and more sockets.
Modify — salvage, reroll, upgrade
- Salvage destroys the item and returns Essence. This is how you make Essence. Salvage Junk bulk-salvages everything below legendary — common, magic and rare — in one click, keeping only your legendaries and relics safe (rares no longer count for the leaderboard, so dumping them costs no rank); Salvage All clears the whole bag (with a confirm).
- Reroll re-rolls the item's bonuses (affixes), keeping its slot, rarity and item level — for when the type is right but the rolls are weak.
- Upgrade raises the item one rarity tier, re-rolling its bonuses and often granting an extra socket. Legendary is the cap.
| Item rarity | Salvage → Essence | Reroll (Essence · Gems) | Upgrade (Essence · Gems) |
|---|---|---|---|
| Common | 1 | 2 · 6 | → Magic: 8 · 32 |
| Magic | 3 | 5 · 15 | → Rare: 20 · 80 |
| Rare | 8 | 12 · 36 | → Legendary: 60 · 240 |
| Legendary | 25 | 30 · 90 | — (max) |
Sockets & gems
Gear has gem sockets by rarity — common 0, magic 1, rare 2, legendary 3. You cut gems in the Recipes tab, then set them in the Sockets tab. Each gem adds a flat stat; you can only socket one gem per stat on an item (no stacking two damage gems).
| Gem | Stat | Chipped | Flawless | Perfect |
|---|---|---|---|---|
| Ruby | + damage | +8 | +18 | +32 |
| Sapphire | + max HP | +40 | +88 | +160 |
| Emerald | + speed | +20 | +44 | +80 |
| Cut cost (Essence · Gems) | 6 · 15 | 15 · 38 | 30 · 75 | |
- Socket a cut gem into a free socket — this itself is free.
- Unsocket clears all gems from an item for 25 gems; the removed gems are destroyed, not refunded.
Recipes — cut gems & forge gear
Beyond cutting gems, the Recipes tab forges brand-new gear from scratch (random slot, guaranteed rarity):
| Forge | Result | Cost (Essence · Gems) |
|---|---|---|
| Forge Rare | A random rare item | 25 · 70 |
| Forge Legendary | A random legendary item | 80 · 220 |
| Forge Set piece | A rare piece of a chosen set | 45 · 130 |
Set bonuses
Set pieces grant a bonus when you wear enough of the same set at once:
| Set | Bonus |
|---|---|
| Dragon | 2 pieces: +130 max HP, +22 damage |
| Knight | 2 pieces: +100 max HP, +10 damage |
| Steel | 2 pieces: +14 damage · 3 pieces: +26 damage, +35 speed |
Progression live data #
Killing enemies grants XP. Fill the bar to level up — every level fully heals you and raises your base stats.
XP curve & level-up
Ascension
Reclaim all six Sunshards and you face a choice at the end — and the world loops anew at a higher ascension, with stronger foes and the shards scattered once more. Your power and vault carry forward.
Daily Quests
Three objectives rotate each day — slay monsters, defeat champions, find legendary loot, beat a boss, or craft, salvage and socket gear. Each completed quest pays out gems and essence; press Q to open the board and claim your rewards.
Death & Respawn #
If your HP hits zero you respawn back in town — you keep your level, but everything you're carrying and wearing drops into a corpse where you fell, and you forfeit 20% of your gems. Walk back to the corpse to reclaim your gear; your relics and vault are always safe. Keep an Ankh of Return from the Healer to skip the corpse run and revive on the spot with everything intact.
Audio #
The soundtrack shifts to match each world, layered with combat effects for swings, spells, loot and level-ups. Press M to open the audio mixer and balance music, effects and narration. (Browsers start audio on your first click.)
The story interludes are spoken by a deep, somber narrator: the prologue, each world's intro, the scene when a Sunshard is reclaimed, and the memory fragments you find. The M mixer sets the narration volume too.
Worlds & Biomes live data #
There are six worlds, each procedurally generated with its own palette, decorations and enemy roster. Push outward from the center to grow stronger; the boss guards the way onward. Defeat it to open the portal to the next world — your progress carries over. Hell is always last.
Enemies live data #
Ten enemy archetypes, from fast-and-fragile to slow-and-tanky. Stats below are base values before level-scaling.
| Enemy | Tier | HP | Damage | Speed | Attack | Aggro | XP |
|---|
Tier 0 = weak (inner ring), Tier 1 = medium, Tier 2 = strong (near-boss zone). “Attack” is the delay between hits in milliseconds — lower is faster.
Bosses live data #
One unique boss wards every world, each with a signature ability. Beat the boss to unseal its portal.
Each boss starts sealed — dormant and invulnerable — guarded by a set of Wards scattered across the map. Click a sealed boss and it tells you what's left ("recover all N Wards first"); collect every Ward to break the seal and start the fight.
Bosses scale to your level, not to your gear — each world has an expected "par" level, and a boss toughens (or eases) the further your level sits above or below it. Out-levelling a boss still helps, but better gear is what truly tips a fight your way, so farming and trading for upgrades always pays off.
| Boss | World | HP | Damage | Ability | XP |
|---|
Abilities
- Slam — a heavy area-of-effect smash around the boss.
- Projectile — a ranged shot aimed at you.
- Volley — a spread of projectiles.
- Demon — summons lesser demons to swarm you.
The Cave #
A separate, darker dungeon — not part of the world cycle. Descend for foes and treasure; the deepest level is guarded by the Cave Tyrant. There's an exit back to the overworld whenever you want.
Characters #
Scattered across the worlds are a handful of wandering souls — hidden helpers you can stumble upon. Find one and they'll mend your wounds and share a word of guidance before you press on. Each is hand-built in 3D and fully voiced.
- Lena Jey — Forest — a traveller drawn in from a brighter shore; she heals you and teaches the first rules of survival.
- Alone Must — the gate to Mars — a wiry visionary pacing the gate, muttering timelines at a little rocket. Bound for the Red Planet, and certain you should be too.
- Sanem the Sand-Reader — Desert — a hooded oracle who reads the dunes the way he once read the charts. "Up only, if you live long enough."
- Wifhat — Mars — a small dog in a knitted pink hat who has, somehow, already conquered Mars. No plan. Just a hat.
- Sam Bankrun — Necropolis — the ghost of a fallen exchange-king, drifting the tombs with a cracked ledger that shows only red.
- The Liquidator — Hell — a leverage demon in the deepest pit who'll make you strong for the price of everything, the instant you're wrong.
Relics & the Sanctum #
Relics are the super-rare ★★★★★ tier above legendary — the endgame chase. A world boss drops one roughly one time in five; only a vanishingly rare few fall from ordinary foes. Relics roll the strongest bonuses in the game, and they are never lost on death.
The three relic slots
Equip up to three relics in the dedicated slots at the top of the HUD. Their bonuses stack on top of all your gear — and holding three is the key that opens the Sanctum.
The Reliquary Sanctum
A gate beside town stays sealed until you have 3 relics equipped. Step through it into the Reliquary Sanctum, a hidden relic-crystal level. At its altar, press R to open a Reliquary Cache — a $SOLA purchase that rolls relics and high-rarity gear. The spend splits burn / team / treasury (see Tokenomics).
Wallet & Economy #
Play instantly with Play Demo (local save), or sign in with a Solana wallet for cross-device cloud saves and the full economy. Sign-in uses Sign-In-With-Solana — no seed phrase, ever.
Holder tiers
Holding $SOLA (wallet balance + staked) grants account-wide perks, verified server-side:
| Tier | $SOLA held | Loot luck | Bag slots | Market fee off |
|---|---|---|---|---|
| Bronze | 500,000 | +10% | +2 | 10% |
| Silver | 2,000,000 | +20% | +4 | 25% |
| Gold | 5,000,000 | +30% | +8 | 50% |
Staking
Staking unlocks after launch. Once live, lock $SOLA to earn a daily share of the treasury: each day the treasury splits a slice of its balance among stakers, in proportion to how much each has staked (hold at least 24h to qualify). Rewards build up as a claimable balance you withdraw to your wallet anytime, and your staked $SOLA still counts toward your holder tier. Unstaking returns your principal after the lock — stake, claim and unstake from the in-game wallet panel.
Item marketplace
List the Rare or better gear you loot and buy from other players. Sales settle in gems off-chain, or in $SOLA on-chain; higher tiers pay lower fees. Your vaulted treasures are server-held, so trades are authoritative and safe.
Tokenomics live data #
$SOLA is the game token. Every time it is spent in a sink — marketplace fees and the Reliquary Cache — the amount splits three ways: 30% is burned forever (deflation), 50% feeds the players' treasury, and 20% funds the team from a separate wallet — never the players' treasury. Gems are a separate in-game currency, earned and spent in play with no token split.
The reward pool is funded by this split and pays out as a share of the live pool — so it refills as the economy turns and can never be fully drained. Every spend is recorded in the server economy ledger, and on-chain settlement is verifiable on Solana from the token section.
The treasury & play-to-earn
Endgame purchases — like the Reliquary Cache in the Sanctum — split deflationarily too: a slice burns, a slice funds the team, and the rest feeds the treasury, a shared war chest that pays players back. Every payout is a capped share above a hard floor, so the treasury can never be drained — and because the same purchase also burns and funds dev, total inflow always stays ahead of payouts. That's play-to-earn built to last, not to bleed.
Live world statistics live
Real, server-authoritative totals across the whole world — not estimates.
Top Heroes #
A live, public ranking of the heroes reclaiming the most Light — drawn from the same server-authoritative economy as everything else, so a rank is earned, not claimed. Watch it on the home page, or open it from the main menu (🏆 Top Heroes).
Your score weighs progression and gear: your hero level plus how many times you have ascended (New Game+) form the spine — each ascension is worth a big jump — and the relics and legendaries you hold break ties, rarer pieces counting for far more. Rares no longer count, so you can freely salvage your rare clutter without losing rank. The board shows only a username, level, ascension and gear tally — never a wallet, balance or item.
Arena #
The Arena of the Shattered Sol is the Ashen Order's old proving ground, reopened for heroes to test their mettle against one another. Each duel pits you against a shade — an AI-piloted snapshot of another player's build — so you can fight at any hour without waiting for a live opponent. It is the first step toward full multiplayer.
Duels are equalized: both fighters are normalized to the same HP, damage and speed, so a match is decided by movement and timing, not by who farmed more gear. Every offensive spell is dodgeable — a projectile you can sidestep or a ground telegraph you can walk out of.
A duel is best of three. Each round runs up to 90 seconds; if time runs out, the fighter with more health takes the round. The final stretch is sudden death — a rising drain wears both heroes down so no duel drags on.
Winning earns Arena Marks — a cosmetics-only currency — and climbs a separate Elo ladder, distinct from the Top Heroes board. Outcomes are scored on the server, and the ladder is deliberately never pay-to-win — the Arena rewards skill, not spending, so a new challenger always has a fair fight.
Enter from the Arena Gate in town. Ranked duels — with Marks and rating — need a connected wallet; in demo mode you can still practice against a local shade, just without the rewards.
Recent Trades #
Every marketplace sale is recorded server-side — who bought what, from whom, for how much, and when. This public feed shows the latest trades (usernames only — never a wallet or balance). In-game, the History tab in the Marketplace shows your own listings and buys.
| Item | Seller | Buyer | Price |
|---|
Official Addresses #
The only official Solablo addresses — verify on a block explorer before trading or sending. Beware imitations; we will never DM you a different address.
| $SOLA Token (mint) | Solscan ↗ | |
| Treasury (players) | Solscan ↗ |
Roadmap #
- Prototype — movement, combat, loot, HP. Shipped.
- Inventory & items — equippable gear, rarity, socketed gems, stat bonuses. Shipped.
- Worlds & content — spells, six worlds, ten foes, world bosses, ascension, voiced story. Shipped.
- Accounts & cloud saves — wallet sign-in, usernames, cross-device server saves. Shipped.
- Solana economy — $SOLA, holder perks, on-chain item marketplace. Live.
- Staking & NFTs — stake $SOLA for rewards, trade gear as on-chain NFTs. Next.
- Item gamble — wager on an unidentified item and gamble for its rarity, chasing a legendary or relic. Next.
- Multiplayer — a shared, real-time world. Next.
FAQ #
Do I need to install anything?
No — it runs in any modern browser, nothing to download.
Does my progress save?
Yes — your character, the world you're in and the ground you've explored all save automatically as you play, so you resume right where you left off. Wallet players sync to the cloud; the demo keeps its save in this browser.
Do I need a wallet?
To just play, no — Play Demo runs in your browser with a local save. Sign in with a Solana wallet to get cross-device cloud saves plus the economy: holder perks, staking and the on-chain item marketplace.
Is there a token?
Yes — $SOLA on Solana powers holder perks, staking and the item marketplace. Its official contract address is published in the token section, which also carries the full risk disclaimer. Copy the address only from there — any other "SOLABLO/SOLA" contract is a scam. Nothing here is financial advice.
What's it built with?
A 2D web game engine with TypeScript, with original pixel-art visuals and a custom soundtrack, effects and narration.
When do daily quests and loot caps reset?
At 00:00 UTC — the same moment for everyone, whatever your timezone. Daily quests and the daily anti-farm loot caps both roll over then; the caps are generous, so a normal session never hits them.
Changelog #
Every update we've shipped, newest first — from the first live release to today.