Orbis is a vast and living world structured into Zones , each offering a unique set of biomes, civilizations, creatures, and challenges.
Adventure mode gradually leads the player through these environments, where the difficulty and rewards increase as the player progresses.
Note: Zones constitute the official structure of the Orbis Atlas. More recently, a system of “Regions” has been suggested, grouping several biomes into smaller and more numerous units, but this has not been confirmed.
Thanks to the Blonks engine, the Capital can accommodate more than a hundred players simultaneously .
| Area | Name | Element | Difficulty | Key Environments |
|---|---|---|---|---|
| Zone 1 | Emerald Grove | Earth | Weak | Forest, swamp, caves, Kweebecs |
| Zone 2 | Howling Sands | Wind | Average | Desert, canyons, temples, Scaraks |
| Zone 3 | Borea | Water | High | Boreal forests, glaciers, frozen caves, Outlanders |
| Zone 4 | Devastated Lands | Fire | Very high | Lava, ash, underground forests, internal lakes |
| Zone 5 | Skylands | Lightning | Very high | Floating Islands |
| Zone 6 | Poisonlands | Empty | Extreme | Corrupted lands |
Zone 1 – Emerald Grove
Element: Earth – Low difficulty

Zone 1 is the gateway to Hytale’s adventure. A mix of temperate forests, misty swamps, and deep caves, it presents a rich, varied, and mysterious environment.
It is the main collection point for basic resources: wood, stone, quartzite and natural materials.
Main Biomes
| Biome | Description |
|---|---|
| Emerald Grove | Dense temperate forest with a magical atmosphere. Abundant vegetation, filtered light, light mist. Green and bluish hues. |
| Kweebec Marsh | Cold, damp marsh inhabited by a Kweebec colony. Persistent mist, twisted trees, soft soils and ponds. |
General atmosphere
| Element | Detail |
|---|---|
| Palette | Green, dark blue, light blue, brown |
| Weather report | Frequent fog, rain in the marsh |
| Sounds | Deep forests, insects, drops of water |
| Tone | A blend of natural beauty and pervasive threat |
The developers describe Emerald Grove as “a balance between magical charm and the presence of ominous shadows.”
Wildlife and creatures
| Creature | Description |
|---|---|
| Grizzly bear | Powerful territorial predator |
| Deer | Fast, cautious herbivore |
| Frogs | Communes in the marshes |
| Birds & Ducks | They occupy the rivers and clearings |
| Rats | Opportunists in rocky areas |
| Bats | Present in caves |
| Spiders | Aggressive in certain sectors |
| Trork Sentries | Trorks Patrolmen, hostile to the player |
The Kweebecs: a major local people
- A robust colony established in the swamp
- Suitable for humidity and rainy climates
- Architecture inspired by the Kweebec tree , an emblematic figure
- Nature-based culture, simple and organic tools
Resources, construction and architecture
| Block type | Origin | Use |
|---|---|---|
| Basic stone | Rock deposits | Robust structures |
| Quartzite (variants) | Basement | Ornaments, advanced architecture |
Zone 2 – Howling Sands
Element: Wind – Medium Difficulty
The austere desert region of Howling Sands combines dunes, deep canyons, forgotten temples, and violent sandstorms. The atmosphere is heavy, dark, and menacing, a far cry from the typical bright deserts.
Environment and climate
- Extreme heat
- Permanent heavy clouds
- Frequent sandstorms
- Very sparse vegetation
- Landscapes sculpted by erosion: arches, cliffs, canyons
Major points of interest
| Place | Description |
|---|---|
| Scarak Tower | A disturbing nest of a dangerous insectoid species. |
| Forgotten Temples | Hidden in canyons, filled with riddles and guardians. |
| Sand-covered ruins | Remains partially swallowed by the desert. |
Wildlife and creatures
| Creature | Description |
|---|---|
| Scarak | Formidable insectoid creatures living in the tower. |
| Snakes | Fast, aggressive predators |
| Scarabs | Giant insects capable of moving in swarms |
Zone 3 – Borea
Element: Water – High Difficulty

Borea, a glacial zone with a harsh climate, combines boreal forests, massive glaciers, steep mountains, and luminescent underground networks.
Main Biomes
| Biome | Description |
|---|---|
| Boreal forests | Dense conifers, cold soils, adapted fauna |
| Glacial mountains | Snow-capped peaks, frozen caves |
| Frozen rivers | Natural links between areas |
| Ice caves | Bioluminescent mushrooms, mystical atmosphere |
Atmosphere and ambiance
| Element | Detail |
|---|---|
| Climate | Frequent snow, thick fog, cold rain |
| Colors | Blues, cool greys, dark browns |
| Music | Snowfall , inspired by Nordic landscapes |
Wildlife and factions
| Species | Description |
|---|---|
| Mountain goats | Suitable for cliffs |
| Bear | Powerful Predators |
| Woodpeckers | Birds of cold forests |
| Yetis | Rare, dangerous, mythical |
| Outlanders | Fierce humans living in fortifications |
Outlanders Structures
- Massive walls
- Watchtowers
- Rustic houses made of wood and thatch
- Community homes
Underground networks
Borea has the most complex cave generation:
- deep galleries
- natural staircases, ladders, bridges
- organic convergence between dungeons, mines, and sanctuaries
Zone 4 – Devastated Lands
Element: Fire – Very high difficulty

The most radical zone known, dominated by lava, ash and scorched rock.
Yet, beneath the surface, underground lakes and forests contrast with the hellish exterior.
Surface
- Scorched earth
- Open-air lava rivers
- Reddish sky
- Fractured rocks
- Corrupted and hostile wildlife
Subsoil: underground lakes and forests
Contrary to its hellish appearance, Zone 4 is home to:
| Underground area | Description |
|---|---|
| Underground lakes | Peaceful stretches of water, an atmosphere of mystery |
| Underground forests | Lush vegetation taking root in the rock |
| Deep caves | An organic environment where water regains dominance |
This duality makes Zone 4 one of the most surprising and immersive places in Orbis.
Zones 5 and 6 – Mysterious Territories
Zone 5 – Skylands (Lightning)

- Floating archipelagos
- Unstable terrain
- Lightning Element
- Never fully integrated into the playable versions
- Considered an advanced endgame zone
Zone 6 – Poisonlands (Void)
- Corrupt, toxic area
- Influence of Nothingness
- Very little official information is available.
- Fauna presumed to be aberrant or mutated
Related areas: Deep Ocean and tropical islands
The Deep Ocean is not officially a Zone, but acts as such in terms of gameplay:
- extreme depth
- aggressive creatures
- flooded caves
- abyssal trenches
- natural separation between Orbis and the Infinite Lands
Tropical islands constitute secondary areas rich in rare resources.
La Capitale – Orbis Social Hub

The Capital is a safe and vibrant place where players can:
- meet other explorers
- participate in mini-games
- trade
- preparing to leave for the Zones
- building in dedicated spaces
Thanks to the Blonks engine, the Capital can accommodate more than a hundred players simultaneously .
