BOOK I · THE ROAD TO DALAMATIA

Dalamatia

About two hundred thousand years ago, a youth on a cold plateau hears of the city behind the great wall.

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The story we are telling

The Urantia Papers hold many stories. This game tells one: the long day of Dalamatia, the city of the Planetary Prince, and how it ended.

For about three hundred thousand years, teachers lived in a walled city by a warm sea. Tribes sent their young people there to learn, and the students went home to teach their own people (66:7.7). Then the city's ruler, Caligastia, joined the Lucifer rebellion, and the work of ages fell apart (67:5.3).

You play one young person from the cold highlands who hears of that city and sets out for it, near the end of its long day. You will not change what happens to the city. You choose who you are while it happens.

A story you live

The night raid: the youth at the thorn fence with a lion in the dark

Hard choices, real stakes

A lion at the herd at night. Every choice costs something, and the village remembers.

The council of elders around the fire

Win the elders' blessing

Answer five elders who argue among themselves. What you did before changes what you can say.

An echo card about money

Echoes of today

Money, the handshake, the seven-day week: see where they began, with the paragraph to read.

The road of chapters

Out now1 · The Fire-Tellers

The village, the sickness, the lion, the council.

Next2 · The Road West

Days of travel with what you packed.

Planned3 · The City

Inside the wall: the schools of Dalamatia.

Planned4 · The Rebellion

When the Prince turns.

What's new

Your characters, the road west, and the bag

  • Keep up to six characters, replay any part of the chapter, or copy one to try another path.
  • A worn path leads from the fire, over the ford and down the cliff to the west.
  • A hide bag limited by room and weight, and small things to find with Option (Alt).
  • Your character carries the gear of the chosen way: spear, sling, horn of coals or rattle.
  • The elders of the council now answer each other, like a real discussion.
  • Shorter echo cards, and History (H) for everything said.

The council becomes a conversation

  • Win the elders' blessing by answering what each one fears.
  • Name tags say who each person is to you: your mother, your uncle, your cousin.
  • People fade out and back in as time passes.

Story first

  • The night of the lion is now a crisis scene: quick choices, real costs, no battle grid.
  • What you lose stays lost: fewer goats mean a harder winter.

Hear when a chapter is out

One short email per release. No other mail, and you can leave with one click.

Built on urantia.dev

Every quoted paragraph in the game, and the narration you can play in the Codex, comes from the free Urantia Papers API at urantia.dev. Each line from the text carries its reference, so you can always read the whole paragraph. If you want to build something with the Papers too, start there.