Barbarian · RAGE
The tank: takes 15% less damage from every blow, the most health and defense. RAGE grows from 1.4 to 2.7 normal blows the more wounded he is.
Easiest start. ATTACK, and save RAGE for when you are hurt.
codename · stormolow · reload
Every step of Codename: Stormolow — Reload (csr, version 1.0), from your first Gileeran Bear to the Earthling Overseer behind the barrier, and on to a full Journal.
Step 01
The game ships on npm as a single binary for macOS, Linux and Windows (x64 and arm64). You need Node.js 16 or newer with npm, and a terminal with colour.
# install once, globally $ npm install -g codename-stormolow # …or run it without installing $ npx codename-stormolow # play $ csr
| Command | What it does |
|---|---|
csr | Play. |
csr --still | Play with every animation off (so does setting NO_COLOR or CSR_STILL). |
csr update | Installs the newest version through npm (on Windows it tells you to close csr and run npm install -g codename-stormolow@latest). Your save is never touched. |
csr version | Shows this build and whether a newer one exists. |
csr purge | Removes the game's folder, asking before it deletes your saved hero; then finish with npm uninstall -g codename-stormolow. |
csr help | Lists every command. |
~/.csr/save.json (CSR_HOME moves it).Step 02
◆ TOWN › Angalash You have arrived in Town Angalash. Walking through town and wondering what to do next... INN │ MARKETPLACE │ HOMESTEAD │ HERMIT │ PATRON │ JOURNEY │ ACCOUNT
Step 03
One real second is one game minute, but only while the game is open. The clock stops while you fight, and it does not run while the game is closed: crops, the pond and the calendar wait for you.
| Unit | Game | Real time |
|---|---|---|
| Hour | 30 minutes | 30 s |
| Day | 18 hours | 9 min |
| Week | 5 days | 45 min |
| Month = season | 2 weeks | 1 h 30 min |
| Year | 6 months | 9 h |
| Month | Season | Effect | Use it for |
|---|---|---|---|
| 1 | Thaw | One more dig a day in the mine | Mining |
| 2 | Bloom | Crops planted now grow 25% faster | Planting |
| 3 | Highsun | Two more fishing casts a day | Fishing |
| 4 | Harvest | +1 on every harvest | Harvesting |
| 5 | Fall | Loot chances +15 | Farming monster drops |
| 6 | Frost | Crops 40% slower; more Ice and Crystal in Karst | Ice, Crystal, Frost Tonic |
Step 04
The three classes are balanced to within a few points of each other; pick the play style you like. The bot's median days to 100% differ by only a few (199 to 203).
The tank: takes 15% less damage from every blow, the most health and defense. RAGE grows from 1.4 to 2.7 normal blows the more wounded he is.
Easiest start. ATTACK, and save RAGE for when you are hurt.
The quickest: more crits, fewer misses, easier escapes. Crits hit 2.3× and give back 12% of her magic. FURY is two blows that may both crit.
Fastest bot to 100% (day 192). Escape is a real tool for her.
Lives by magic: 15% of every blow is taken from her magic instead of her health, she draws back 8% of it every round, and CAST grows with her maximum magic.
Casts often; buy wands and staffs with magic (MAN).
If you fall you wake at your homestead, whole again, a fifth of your marbles poorer (the first hundred are always kept). You lose the well-rested bonus and start the road to the next town again. Pick this for a 100% run.
As in 2014: death is the end, the grave keeps your score and the save is deleted. The mode is chosen with the hero and can not be changed.
Step 05
Step 06
A completionist bot played every class from a new hero to 100%, using only what a player can do. Its days are good targets; you can beat them.
| Phase | Goal | Game day |
|---|---|---|
| 1 · First steps | Missions 1–5, first gear, all 8 Skinner upgrades | 1 – 23 |
| 2 · First homestead | Storehouse, fields, house, workbench; start planting | from ~5 |
| 3 · Missions 6–9 | Portrait, silk, giant, keycard; class gear | 15 – 34 |
| 4 · The ending | Combat 10, Barrier Breaker, the Overseer | 33 – 35 |
| 5 · Build it all | 40 homestead improvements, every skill 10, every recipe and fish | 139 – 148 |
| 6 · The Hermit's favor | Favor 60 from weekly orders and donations: 100% | 199 – 203 |
| 7 · Forever | Forge +10, patronage, VIP and Diamond pass, the Tailor | 200 – 1,450 |
| Class | Overseer | Homestead | 100% | Deaths |
|---|---|---|---|---|
| Barbarian | 33 (30–37) | 143 (132–153) | 202 (192–216) | 2 (1–5) |
| Rogue | 35 (31–44) | 139 (128–149) | 199 (181–206) | 3 (1–9) |
| Sorceress | 35 (29–45) | 148 (134–152) | 203 (192–211) | 2 (1–7) |
Chapter 1 · combat levels 1–5
Visit the HERMIT in town. Missions go in order, each needs its combat level, and the items must be in your backpack. A green ● beside HERMIT means you can deliver; ASK FOR A HINT if you are stuck. Total XP for combat levels 2–6: 300, 1,100, 2,600, 5,000 and 8,500.
Chapter 2 · with chapter 1
The homestead is optional for the story, but it carries you to 100%: 40 improvements are a Journal goal, and the farm and pond are your main income later (selling brought the bot about 300,000 marbles by day 300). Build the cheapest useful improvement first.
The Crate holds 8 things from day one; the Shed costs 80 marbles and 4 Lumber. Stash seeds and building materials there so the backpack stays free for loot.
Plant every seed and sapling you find. Seeds ripen into fruit in 12 game hours (6 real minutes), saplings into logs in 18 hours, a full day (9 minutes), while the game runs. The harvest sells in town.
Sleeping at home passes eight hours and heals fully; from the Hut on it also leaves you well rested (+10% strength and defense for a few fights). The Tent only heals. The workbench crafts at home and reads the storehouse too.
CAST, wait for the bobber to dive, REEL at once. Fish sell well and cook into the best healing dishes.
Chapter 3 · combat levels 6–9
| # | Mission | Barb | Rogue | Sorc |
|---|---|---|---|---|
| 1 | Catching dinner | 5 | 2 | 8 |
| 2 | Recruiting | 9 | 3 | 12 |
| 3 | A roof over our heads | 11 | 5 | 13 |
| 4 | The striped shadow | 13 | 7 | 18 |
| 5 | Glitter in the dark | 16 | 12 | 23 |
| 6 | A gift for the Duke | 31 | 15 | 25 |
| 7 | Words woven in silk | 31 | 18 | 33 |
| 8 | The giant who wept | 33 | 23 | 33 |
| 9 | Eyes on the sky | 34 | 28 | 34 |
| 10 | Breaking the barrier | 36 | 32 | 38 |
| ★ | The Overseer falls | 37 | 33 | 38 |
Chapter 4 · mission 10
The last mission, Breaking the barrier (combat level 10), asks for one item. This is everything that goes into it:
Chapter 5 · the ending
Deliver the Barrier Breaker and BARRIER appears in the WORLD menu. There is no escape and no smoke from that fight, so prepare first. Ticks are saved in this browser.
Chapter 6 · days ~35–150
Twelve buildings, 40 improvements, 111,760 marbles in all plus crafted materials (planks, bricks, glass, iron, steel; diamonds, orbs, gold, pearls and koi for the top tier). The fourth tier and the last four buildings are the late game, about 104,000 marbles together. The bot finishes by day 139–153.
| Building | Levels | What it gives |
|---|---|---|
| House | Tent → Hut → Cottage → Manor → Castle | Sleep to restore; well rested for 2/3/5/6 fights; +5 potion kit slots |
| Fields | 4 → 6 → 8 → 10 → 12 plots | Greenhouse grows everything 25% faster, the Estate 40% |
| Pond | Puddle → Pond → Stocked pond → Koi garden → Lake | Carp, pike, golden koi and pearls, then the Moonfin Sturgeon; 4 to 12 casts a day |
| Storehouse | Crate → Shed → Barn → Warehouse → Vault | 8 / 16 / 28 / 48 / 80 slots; home crafting reads it too |
| Workshop | Workbench → Tool shop → Master's forge → Arcane forge | Craft at home; 20% / 35% / 50% chance to spare an ingredient |
| Kitchen | Hearth → Kitchen → Chef's kitchen → Banquet hall | Cook fish dishes; 2 / 3 / 4 portions each |
| Well | Well → Spring house | Two, then four Water a day |
| Beehive | Hive → Apiary → Honey farm → Bee garden | One to four Honey a day |
| Stable | Paddock → Horse stable | One or two more searches in every region |
| Observatory | Observatory → Great telescope | Tomorrow's season, market day and festival; 1–2 free torch-lights a day in the mine (STAR CHART) |
| Trophy hall | Trophy room → Trophy hall → Hall of legends | Loot chances +4 / +8 / +12; each level wants more of the bestiary and fish |
| Shrine | Wayside shrine → Shrine → Temple | The season's blessing (strength in Thaw, health in Bloom, …), once per level |
Skills · 50 levels in the Journal
Five skills, each to level 10, on the same curve: 100·l·(l+2) XP from level l to l+1 (37,500 in total for level 10). Account → SKILLS shows what each level gives now and next.
| Skill | Earn XP by | Day |
|---|---|---|
| Combat | Winning fights (a third for escaping) | 36 / 32 / 29 |
| Gambling | Every bet, more for wins | 33 / 37 / 38 |
| Mining | 140 XP for ore, 30 for an empty tunnel | 57 / 57 / 58 |
| Fishing | Every fish landed, a little for one lost | 64 / 51 / 67 |
| Farming | Planting and harvesting | 61 / 62 / 77 |
Crafting · 69 recipes in the Journal
The CRAFTSMAN in town and your WORKSHOP at home turn one to three items into something better. There are 74 recipes making 69 different things; the Journal counts the things, so a second recipe for the same item does not count twice.
| Item | Effect |
|---|---|
| Torch | Lights the tunnel with ore in the mine |
| Fertilizer / Bone Meal | Halves a crop's growing time (bone meal +1 harvest) |
| Smoke Bomb | A sure escape from any ordinary battle, but no XP |
| Whetstone | +4 strength on your main weapon, up to +20 |
| Leather / Tiger Leather | Patch your armor for +5 / +8 defense, up to +24 |
| Lucky Charm | Both loot drops, always; twice the chance of a rare weapon from a level 10 monster |
| Traveller's Map | One more search in every region (paper + red paint) |
| Binocular | An empty search gets a second look |
| Grindstone | One more crop from every harvest |
| Planks, bricks, glass, cloth, steel | What the builders ask for. Logs saw into three planks; Peat burns clay into two bricks; Anthracite fires an iron bar into steel |
| Bunny Stew | From the Enchanted Carrot: +8 magic, +8 agility for good |
Nothing made only from merchant goods sells for a profit; the profit is in what you find, grow, catch and loot.
Combat · 12 foes in the bestiary
Gileeran Bear, Yumar Hunter, Mindless Skeleton, Sabre-toothed Tiger, Sparklefree Vampire, Vermoor Assassin, Sharawin Spellbinder, Teddycaring Giant, Earthling Scout, Enchanted Bunny, the BeeBear, and the Earthling Overseer.
The Inn · Gambling to 10
Every bet trains Gambling, which is one of the 50 skill levels. No table pays more than it takes, so treat it as the price of the skill: a few small hands on every visit got the bot to Gambling 10 by day 33–38.
| Table | Rules | Returns |
|---|---|---|
| Blackjack | Six decks, 3:2 blackjack, dealer stands on 17, double down | ~99% |
| Three Card Poker | VIP room. Play Q-6-4 or better, fold the rest | ~97% |
| Ride the Bus | Red/black, higher/lower, inside/outside, suit: 1.8×, 2.3×, 3.1×, 11×; cash out between stops | ~96% |
| Sandslots | Three reels and a lever | ~92% |
| HiLo | Higher or lower, a tie loses; bold calls pay more | ~85% |
Chapter 7 · the last goal
After the last mission the HERMIT shows a board of three standing orders, drawn afresh every week (5 days): tiger hides, fish stews, gold nuggets, steel, glass, koi and more, from the backpack, storehouse or kit. They pay favor and rare things, never marbles: permanent potions, rings and necklaces, a Lucky Charm now and then, and once a piece of top class gear.
Once a week you may donate to the rebuilding of Opimaesta for 4 favor: 5,000 marbles, then 25% more each time. The first six repair the roads (+1 search, later +2), tame the night (monsters +5%, then no stronger than by day), reopen the market hall (5% off) and raise the Great Hall (loot +5).
The bot waited for the finished homestead (first order day 140–153) and reached 100% on days 192–212. Starting the orders right after the story, while the builders keep going, brought 100% forward by about a month in the bot's tests.
After 100%
None of this counts for the Journal; it is there so the purse always has a use. After 100% the bot kept under about 9,000 marbles (15,000 at most) and, played to day 1,500, never above about 62,000.
MARKETPLACE → FORGE refines each worn slot (weapon, armor, shield, trinket) from +1 to +10. +N needs combat level N; each step costs 500 up to 59,500 marbles, 143,550 per slot. From +6 each step also wants a rare material (steel, diamonds, gold, orbs, transmitters, pearls, a golden koi) and counts double. The level belongs to the slot, so it stays when you swap gear. A +10 weapon is +30 STR, +15 AGI.
| Tier | Cost | Gives |
|---|---|---|
| Statue | 2,500 + 3 Sand Blocks | 5% off at the merchant |
| Bigger market | 7,500 + 8 planks + 4 steel | 5 more goods, another 5% off |
| Grand inn | 18,000 + 6 glass + City Portrait | Free rooms, a second festival; +1% marbles from every fight |
All ten towns cost 280,000. The discount never goes below the market-day price.
| Milestone | Game day |
|---|---|
| All ten towns funded | 679 – 858 |
| Diamond pass | 966 – 1,209 |
| Every worn slot at +10 | 1,183 – 1,400 |
| The Tailor bought out | 1,257 – 1,447 |
ACCOUNT → JOURNAL
Completion is nine lists, each weighing the same (so each is about 11%). Tick them as they fill; your ticks stay in this browser.
Questions
No. The clock only runs while the game is open (one real second is one game minute), and it stands still during battles. Crops and the pond wait for you.
The homestead is a place of its own. Shops, the Skinner, the Hermit and the Inn are in town; building, the storehouse, the kitchen and the bed are at home. Walk between them (3 game hours) or end a road at either.
No, but it is required for 100% (40 improvements), and the fish, recipes and skills that come with it.
In Story mode, a fifth of your marbles above the first hundred and your well-rested bonus; you wake at the homestead. In Hardcore the save is deleted.
They are balanced to within a few points. The Barbarian is the most forgiving, the Rogue was the fastest bot to 100%, and the Sorceress plays around her magic.
Not in the long run: every table keeps a house edge at every level and on every day. Play for the Gambling skill and the fun.
A few items have two recipes. The Journal counts the items you can make, not the recipes.
No. csr update never touches ~/.csr/save.json. Only csr purge (which asks first) or a death in Hardcore deletes it. CSR_HOME moves the folder.
Yes: ACCOUNT → GUIDE explains every system with live numbers for your hero, and there is a HELP for the place you are in.