Wildgrove is free to play, right in your browser. Nothing to download. The wild creatures here are called kith. You cannot catch one, ever. You sit down near a kith, hold out a gift it likes, and wait. If it makes up its mind to trust you, it follows you home.
Every kith is a little bit different. Its height, its weight, its shape and its light are all set the moment it begins to trust you, and they never change after that. No two plips are quite the same plip. Your Field Atlas — the book you keep about every kind of kith — remembers the tallest and the heaviest you have ever met. Meeting a lumen is luck. Making friends with one works the same as always: sit down, hold out a gift, wait.
There is no stone and no item that makes a kith bloom, and nothing here you can buy to hurry it. Blooming is the kith's job, not yours. Feed it, play with it, and one day it will get there.
Your book about every kind of kith — all 14 of them. Each page is an empty shadow until you meet that kind. Then it fills in: where the kith lives, what it likes, and the tallest and heaviest one you have ever met.
A hand-drawn map of the Emberveil Isles, the small group of islands you live on. It shows which boats you can take from where you are standing. Beside it is the passage board, which always tells you the next job to do.
Home for every kith that trusts you. Feed them, play with them, name them. You can also open the gate and let one go back to the wild — but it will not come back, even if you change your mind.
Dawn, day, dusk and night each bring out different kith. At the Tidepools the sea comes in and goes out twice a day, and the same beach is a different place at high water than at low.