One world. Three faces. Orbis isn't a menu of separate maps — it's a single, living realm you can walk end to end, where the rules of the land shift with the ground beneath your feet. Build a home and a quiet life in the protected heart of the world, push into untamed frontier wilds to gather and raise an outpost, or march to the edge of the map where protection ends and factions clash for control. Every region tells you exactly what it wants from you: where you're safe, where you're hunted, and where you can plant a claim that lasts.
Orbis is one connected world divided into three major region types — the Central District, the Wild Regions, and the War Territories — with Future Regions waiting beyond the horizon. As you travel outward from the center, protection fades and the stakes rise. The safest building and trading happens at the heart; the deepest danger and the biggest rewards wait at the edges.
The single most important thing to understand about Orbis is simple: land claims follow the region. Where you can claim land — and whether you claim it as a person or as a guild — depends entirely on which kind of region you're standing in. Learn that one rule and the whole world snaps into focus.
The three regions at a glance
Before we explore each region in depth, here's the whole world on one screen — what you can claim, whether other players can attack you, and who each region is built for.
| Region | Land claims | PvP | Best for |
|---|---|---|---|
| Central District | Personal claims only | Safe — no PvP | Homes, trade, settlements, guild life |
| Wild Regions | Guild claims only | PvE — explore & gather freely | Expeditions, resources, guild outposts |
| War Territories | No claims at all | Open seasonal PvP — high risk | Factions fighting for control |
| Future Regions | Revealed later | Revealed later | New lands in later seasons |
Central District — the protected heart
The Central District is the beating heart of Orbis and the place most journeys begin. It's protected, peaceful PvE ground — no one can strike you down here. This is where you put down roots: build your home, claim your plot of land, run a shop, and grow a settlement that's truly yours over the long haul.
Claims here are personal. You stake out your own plot, raise your home, and it stays safe. Guilds make their home in the Central District too — but they do it through their members' personal plots, building neighborhoods and settlements together. There is no guild-claim inside the Central District; the land here belongs to people, one plot at a time.
- Fully protected PvE — no player-versus-player combat
- Personal land claims only — claim your plot and build your home
- The home of trade, markets, and player shops
- Where guilds gather and settlements grow, plot by plot
- The safest place to learn the world and level your skills
Wild Regions — the untamed frontier
Beyond the city's borders sprawl the Wild Regions — vast, untamed PvE lands where the real frontier begins. Everyone is free to explore them and gather their riches: rare resources, fresh ground, and discoveries you won't find in the safety of the center. The wilds reward the bold without putting other players on your back.
Out here, the claim rules flip. Only guilds can claim land in the Wild Regions — raising protected outposts and frontier settlements that anchor a guild's reach far from the city. There are no personal claims in the wilds. If you want to hold ground on the frontier, you do it together, as a guild.
- Untamed PvE wilderness beyond the Central District
- Open to everyone for exploration and gathering
- Guild claims only — no personal plots out here
- Guilds raise protected outposts and frontier settlements
- The proving ground for expeditions and resource runs
War Territories — where protection ends
Farther still, at the contested edges of Orbis, lie the War Territories — the lands where protection ends and the gloves come off. These are open seasonal-PvP grounds, high-risk and high-reward, where factions fight for control of the fronts during War Seasons. There are no claims at all here. You don't own the War Territories — you fight for them, and you hold them only as long as your faction can.
Factions are seasonal PvP war orders, built for these lands: commanders, fronts, and faction warfare across the map. When a War Season opens, you pick a side and fight for the front lines. When it ends, the results are written into history and the board resets for the next campaign.
- Contested, open-PvP lands at the edge of the world
- No land claims — control is won and lost in battle
- Factions clash for control of the fronts each War Season
- High risk, high reward — the deepest stakes in Orbis
- Seasonal: it runs in campaigns, not all year round
Future Regions — beyond the horizon
Orbis is still growing. Future Regions are new lands set to open in later seasons — fresh frontiers, new challenges, and chapters of the world yet to be revealed. The map you explore today is a foundation, not a ceiling.
Region cards
Central District
The protected heart. Safe PvE, personal land claims, homes, trade, and settlements. Guilds gather here through members' plots.
Wild Regions
The untamed frontier. Explore and gather freely in PvE wilds where only guilds can claim land and raise protected outposts.
War Territories
Contested seasonal-PvP lands with no claims at all. Factions fight for control of the fronts during War Seasons. High risk, high reward.
Future Regions
New lands and later seasons, waiting beyond the horizon. Fresh frontiers and challenges yet to be revealed.
Guilds and Factions — two ways to belong
The world's two great communities map directly onto its regions. Guilds are permanent, peaceful PvE communities — your long-term home, with settlements, outposts, and shared resources, always active and never tied to a season. Factions are seasonal PvP war orders for the War Territories — you fight for territory each War Season under commanders and across fronts.
| Guilds | Factions | |
|---|---|---|
| Purpose | Peaceful PvE, social & economic | Seasonal PvP warfare |
| Lifespan | Permanent — always active | Seasonal — runs in War Seasons |
| Home region | Central District & Wild Regions | War Territories |
| Land claims | Personal plots (center) + guild outposts (wilds) | None — control is fought for |
| Join when | Anytime | When a War Season opens |
Find your place in Orbis
- Join the server at play.woastation.com through Hytale (Early Access).
- Link your in-game character to your site account with the /link code, or use Sign in with Hytale.
- Start in the Central District — claim a personal plot, build your home, and learn the world in safety.
- Team up with a guild to push into the Wild Regions, gather rare resources, and raise frontier outposts.
- When a War Season opens, form or join a faction and fight for control of the War Territories.
- Support the world and shape its future through the Store, by Voting, and on Discord.

