Loading the road…

Amber Road Online
Account Play

Haul cargo across a living world.
Guard the caravans. Or rob them.

A free 3D browser MMORPG of trade runs, caravans and raids. Nothing to download.

In testing. The world can still be wiped.

Ride on

The run

Buy cheap. Haul far. Sell dear.

Each market sells its own goods and buys everyone else's. Load your pet in Aldmere, choose your road, and sell where it's dear.

Your Horse6 of 8 slots · tap a good to load it
You pay460 g
Load★★★★★+5 % sale
Crossroads pays951 g
Profit+491 g

Prices fall 3 % with each unit sold and recover within an hour. Loads of three stars and up show on Raiders' maps.

Your job

One road. Three ways to walk it.

Your job is your side. Change it at the job desk in town, and play the road from all three.

Safe landNo player fights. Towns, and the roads near them.
FrontierRaiders may hit Traders hauling more than one star.
ContestedAnything goes. The middle of the Amber Road.

Your pet

Every load rides on a back.

Your pet carries the load and takes the blows meant for it. Lose the pet on the road and the crates spill for anyone to take.

HorseEvery human starts with one
Cargo slots8
Health1,650
Speed75 %
Carries40 weight
ElkWith SylvaranFaster on the Deer Trail, lighter on the back.
WarthogWith Gobbo MarshTame it in the marsh. The biggest back on the road.
CartComing soon20,000 gold, and it opens four-star loads.

The Elk is in the game's files already: 6 slots, 85 % speed.

The forge

Strike while it's hot.

Each try at the anvil can raise the blade by one + level, and the higher it is, the lower the chance. If a try fails, the blade keeps its + level.

Iron Longsword +0 Tier 1 · 100 of 100 tries left · next try needs Iron

Odo heats the blade.

  1. +4The blade starts to glow
  2. +6The glow gets brighter
  3. +8The armour trim lights up
  4. +10Sparks of light rise from the blade
  5. +12The glow gets brighter again
  6. +14The blade flares with light

Your fighter

Pick your corner of the triangle.

Three classes, three kinds of damage, three kinds of armour. Each beats one and falls to another.

Sword and steel plate. Charges in and holds the line for the group.
240 health

K A W

Sundering Blow 250 % weapon damage, and the target takes 25 % more damage for 5 s. Finisher.

Tap a skill to see it used. You pick four for your bar; the rest open as you level.

Raid night

Every crate is a stake.

The Trader's horse is down and the crates are on the road. A Raider holding stolen cargo opens a portal to the Black Market, and the clock on its rim starts to burn.

  • Stolen goods are hot: guards attack anyone carrying them.
  • The owner, their party and any Warden get first pick of spilled crates.
  • The first time Raiders take your whole load, the game pays a quarter of it back.

The world

Two capitals. One road between them.

5.2 × 2.6 km of hand-placed land, three regions built and three more under the veil. This is the game's own map.

The Amber Road Ashen Barrows Sylvaran Glades Kingdom of Aldmere Gobbo Marsh Thornwood Aldmere Ash Watch Barrowgate Crossroads Fen Watch Grave Watch Marshgate Sylvaran Thorn Watch Thornwood stall
Hover a regionLit land is built and playable now. Veiled land is coming.
Built Planned The Amber Road

The road ahead

What's built, what's next, and what's waiting in the fog.

The Trade Road Classes and Combat Raids Levels and Gear Carts and Licences Art and Sound Sylvaran Gobbo Marsh Ashen Barrows Alchemy Guilds Seasons The Crypt Toll Fort You are here
Carts and LicencesIn the works

Bigger loads, safer runs and a reason to come back tomorrow.

Sign in and play on any device The CartTrade licencesInsurance for your loadRings, necklaces and earringsRested time for more job XP after a break

From the workshop

Built in the open.

A lot landed since the website opened. Here is what changes when you play.

Open to everyone

  • Everyone who signs up plays at once. There's nothing to wait for.
  • The game lives at amber-road.online.
  • Up to 250 players are in the world at once while we test. If it's full when you arrive, you get a place in a queue, and the title screen shows your place as it moves up. If your connection drops or you reload, your place is kept for two minutes.

Three times the hunting grounds

There are now 51 hunting grounds with 342 foes, up from 17 grounds and 114 foes. The Glades have hunting grounds of their own for the first time, more grounds fill the open land along the Amber Road and around Aldmere, and the frontier goes from 2 grounds to 12. Each foe lives where its kind belongs: farm folk by the farms, wildlife and outlaws in the wilds.

Chat

Press Enter to talk. There are channels for Nearby, your Party, the whole World, Whispers to one player (`/w`, `/r`, or click a name), Raiders only, and one for Traders and Wardens together. You can report a line, and `/mute` hides a player from your chat.

Trading

  • Only Traders buy goods at the market and from the stable master.
  • Every crate rides on your pet. To pick one up, your pet has to be out, alive, near you and have room. Nobody carries crates by hand any more, so there's no slow walk with a crate on your back. If you die, the load stays on your pet, and it only spills if the pet is broken.
  • Wardens can escort caravans. Select a caravan's pet or driver and press U to join its escort. Any number of Wardens can join, and every Warden who stays within 100 m of the pet for 70 % of the trip gets paid. The pay bar and the party window (G) show your share, and Rally takes you to the caravan you escort.
  • Bandits come more often. A ★★★ load from Aldmere to Crossroads by the Amber Road now meets two to five packs. The market panel counts that in, so it shows what a road really costs before you set off.

Your interface, your way

Press Esc to put away what's open, then to drop your target, then to open the settings. There you can:

  • set the interface size from 50 to 200 %,
  • fit it to wide screens and TVs,
  • show, hide or resize each part of the screen on its own, or show it only while you point at it.

The anvil

The odds of each + level have changed. A try at +0 now succeeds half the time, and each level is 5 % harder up to 5 % at +9, then 1 % harder each level down to 1 % at +13. With its 100 tries, a new item reaches +10 about 94 % of the time and usually ends at +11.

The questline

  • Chapter 1 asks for more kills, so every job reaches level 5 before the step that teaches a new skill.
  • Trips pay twice the XP they did.
  • A Warden earns the whole trip's character XP for guarding a quest caravan.
  • No fighting around a quest caravan in town. Its pet and its guard can't strike or be struck inside a town or village.
  • A missed quest caravan starts over. Walk back to the stop and you get a new one, instead of waiting for the old one to finish its trip.
  • The Warden's Reclaim and the Raider's portal steps now send their caravan, so they no longer leave you stuck.

Aldmere and the land

Aldmere's market square has been laid out again: the stalls stand along its north edge, each service has its own spot, and the people stand at the tools of their trade. Every farm lane now crosses the river on a bridge, and the mills' sails turn on their hubs.

PvP balance

  • Frost Snare and Crippling Shot slow instead of root. Frost Snare slows by 30 % for 5 s, Crippling Shot by 30 % for 3 s.
  • Any hit breaks Aimed Shot and Meteor, as it already broke Rapid Fire. A broken cast has no cooldown, so you can try again.

Fights look right

Many skills now show where they hit and when: area rings end where the area ends, warnings appear for Rapid Fire and Mend, Hunter's Mark stays on a moving target, a Charge lands as the Knight arrives, and a target only falls once the shot that kills it lands. The Knight, Archer and Wizard move better too: each sword swing has its own shape, and bows and staffs point where they should. A Knight's shield now glows with the sword.

Smaller fixes

  • The arrow on the world map points the way you face, and stands out on snow and pale fields.
  • The Contract board button opens the contract board, not the smith's order board.
  • A dropped connection comes back on its own instead of asking you to reload the page.
  • The website's 3D road no longer jumps while you scroll on a phone.
The post on its own page

Asked on the road

Questions, answered.

What is Amber Road Online?

Amber Road Online is a free 3D MMORPG you play in your browser, set in a low-poly medieval fantasy world. You buy goods in one town, load them on your pet and haul them down roads where bandits and other players can attack, then sell them in another town. Traders haul, Wardens guard the caravans, and Raiders rob them and fence the loot at the Black Market.

What kind of game is Amber Road Online?

A browser MMORPG and action RPG built around trade, in a medieval fantasy world under a top-down camera. Trade runs, caravan escorts and raids on caravans are its heart, with real-time fights against bandits and other players on the way, hunting grounds full of foes, a questline and gear to climb. It is an indie game, built in the open.

Is Amber Road Online free to play, and is it pay-to-win?

It is free, and it will not be pay-to-win: anything sold later will be cosmetic, never power.

Can I play it in my browser with no download?

Yes. It runs in a modern desktop browser with nothing to install. Sign in with Google or Discord and the same character plays on every computer. It is made for mouse and keyboard.

Can I play Amber Road Online now?

Yes. Make an account and play right away. The game is in testing, so the world can be wiped, but your account stays.

Can I play as a merchant and do trade runs?

Yes. As a Trader you buy goods where they are made, load them on your pet and haul them to a market that pays more. Each market sells its own goods and buys everyone else's, and the road you pick changes the price: from Aldmere to Crossroads the contested Amber Road pays 2 times and the safer Old Road 1.65 times. Each unit you sell lowers that market's price by 3 %, and prices recover within 60 minutes.

Can I play a thief and rob caravans?

Yes, as a Raider. Bring down a loaded pet, take its crates and open a portal to the Black Market, where stolen goods sell for 150 % of what they cost. While a Warden stands in the portal's circle its clock stops, and guards attack anyone carrying stolen goods. The first time Raiders take your whole load, the game pays 25 % of it back.

Is there PvP, and can I avoid it?

It is PvPvE: bandits and foes are out on the land, and players may fight each other only where the land allows it. In safe land, the towns and the roads near them, players never fight. In the frontier, Raiders may hit Traders hauling more than one star. In contested land, the middle of the Amber Road, anything goes. The safer roads pay less than the dangerous ones.

Do I need other players to play?

No. When a side is short of players, NPC caravans, road patrols or ambushes take its place, and the short side earns 30 % more. Caravans that leave together at a market's departure bell are safer, though.

What classes are there?

Three: the Knight (physical damage, plate), the Archer (penetration damage, leather) and the Wizard (arcane damage, robe). The Knight beats the Archer, the Archer beats the Wizard and the Wizard beats the Knight, because each armour stops none of one kind of damage. Each class has 10 skills, and you pick four for your bar.

How does upgrading gear work?

Gear comes in 3 tiers, Iron, Steel and Amber, and climbs in + levels at the smith's anvil. The chance of a try falls from 50 % at +0 and stays at 1 % from +13 on, with no top + level. A failed try never destroys the item or lowers its + level, and each item has 100 tries. Blades glow brighter at +4, +6, +8, +10, +12 and +14.

What can I do besides trading?

Hunt the foes of the hunting grounds, follow a questline from level 1 to 20, take daily contracts from level 10, and climb your gear at the forge. Coming next: new regions, a dungeon whose treasure has to be hauled out, guilds of eight and a weekly guild siege for the Toll Fort.

Is Amber Road Online like Silkroad Online?

It is inspired by Silkroad Online's job war, where traders, hunters and thieves fight over caravans. Here the three sides are the Trader, the Warden and the Raider, and you can switch at the job desk in town. Wardens are paid from every load they bring home safe, and a Raider gets away with stolen cargo only by surviving at a portal to the Black Market until its clock runs out. It runs in your browser, with nothing to download.

Does Amber Road Online have trade runs like ArcheAge?

Yes. As with ArcheAge's trade packs, you carry goods from where they are made to a market that pays more, and other players can stop you on the way. Here the load rides on your pet, the road you pick changes what it pays, and a market's price falls as it fills and recovers within 60 minutes. It is free and runs in your browser.

Is Amber Road Online like Albion Online?

In some ways: the danger rises from safe towns out to contested roads, and stolen goods sell at a Black Market. It is not full loot, though. You keep the gear you wear; what is at stake is the cargo on your pet and, in contested land, some of the materials and spare weapons in your bag. The markets are run by the game, not by players.

Is Amber Road Online like Hordes.io?

Both are free 3D fantasy MMORPGs that run in a browser with nothing to install. Hordes.io is built around two warring factions; Amber Road Online is built around trade runs, caravan escorts and raids on the roads between towns, with three jobs for its sides.

Every class, skill, good, pet and forge chance is in the game guide.

Your caravan is waiting.

Sign in with Google or Discord. One character, the same on every device.