Your first steps
Deep Ascent is a shared voxel world. Explore the landscape, gather materials, make tools, and build a place of your own. Here is a practical route through your first session.
Join the world
Open the game, choose Sign in to play, and continue with Google or X. Choose your permanent player name when asked, then press Play. You can link a Solana wallet later from Account; after that, the wallet also signs you in, without a transaction or funds.
You start with 25 health points, 20 hunger points, and an empty inventory. See Joining the game for help with accounts.
Get comfortable with the controls
| Action | Keyboard and mouse | Touch |
|---|---|---|
| Move | WASD | Left stick |
| Look around | Move the mouse | Drag the world |
| Jump | Space | Jump button |
| Break a block | Hold left click | Hold Break |
| Place a block | Right click | Place button |
| Select a hotbar slot | 1–9 or the scroll wheel | Tap the hotbar |
| Open your inventory | Tab | Blocks button |
Use Back to world to close your inventory and return to the game. On desktop, Escape releases the mouse. Inventory and controls explains moving stacks, crafting, and dropping items.
Walk beyond spawn
The starting area is protected. You cannot mine or build there, so walk beyond its boundary before gathering supplies. Other players may have protected land too: respect its boundaries or ask a member for access.
Keep an eye on the compass and coordinates. A recognizable hill, river, or grove can help you find your way back. Read about the world and protected land.
Gather your first materials
Start with wood and stone. Hold the break control steadily: most blocks take 3 seconds by hand, while sand takes 2 seconds. Letting go cancels your progress. Collected resources go into your inventory if there is room.
Leaves break instantly and never return a leaf block. Natural leaves have a 1 in 58 chance to give an apple. You may need to break quite a few before finding food.
Open your inventory and look at the crafting recipes. Make tools when you have the required materials: a pickaxe helps with rock, an axe with wood, and a shovel with soft ground. Some ores require a suitable pickaxe before you can mine them at all.
See Mining and Materials and recipes for details.
Keep food in reach
Your hunger reserve lasts one hour of connected play if you do not heal. Recovering health costs extra hunger: each health point uses 0.6 hunger points, on top of the normal drain. Avoid unnecessary falls.
Natural leaves can give apples, which restore up to 4 hunger points. Brown or red mushrooms can be cooked in a Furnace with fuel to make a cooked mushroom, which restores up to 6 points. Raw mushrooms are placeable blocks, not food.
Equip the food and hold right click or Place for 1.5 seconds. Release and press again to eat another item. You cannot eat while your hunger display is full.
Breaking blocks also uses hunger: about 25 blocks per hunger point. With no hunger left, you stop healing and mining takes twice as long, but hunger itself does not damage you. Health and hunger covers healing, hazards, and death.
Build a small base
Select a gathered block in your hotbar and place it against a nearby surface. Start with a simple landmark or shelter, then add storage and light as you collect more materials.
A chest needs 8 planks. Put your supplies away before an ambitious cave trip, and check chest access rules before assuming a chest is private. Walls alone do not protect a build from other players. Protected land explains ownership, permissions, and upkeep.
Explore at your own pace
Bring light before heading into caves. Watch your step, avoid lava, and keep track of your air underwater. If you die, your inventory drops where you fell and can be collected by other players. Your items remain for about 15 minutes.
Sheep and ducks are peaceful scenery for now. You can watch them and build pens, but cannot hunt, feed, breed, or tame them. Learn how they behave in Animals.
Ready for a longer trip? Browse Biomes, learn about Blocks, or leave a sign for the next person who passes through.