The new Plots mode is open
Plots is a new Mypex mode, and it's already open. You get your own patch of land, and around it lies a shared world where people hunt, fish, dig and go down into the Undercroft. Choose the Plots card when you enter the game.
The world of the Crossroads
The Crossroads is a world where all worlds meet. The Hush wants to freeze it, and travelers, that is, the players, keep it moving. Every traveler gets a plot of their own here.
Your own plot
The game starts on your plot. It's your land: dig and build wherever you like, and nobody comes here without you. The hut has a chest that only you can open. Fell off the edge? You'll be back at the portal with your items and coins.
A hireling works on your plot: it gathers stone on its own while you're out in the world. Come home and collect.

The first hour
The portal on your plot leads to the Crossroads, a shared square with shops, a forest, a field and a quarry. From there the game guides you: your goal is on screen, and a marker shows the way. In the first hour you'll try five different things:
- Hunting. Zombies roam the cemetery by the tombs. Each one gives XP and coins, and your first hunt rewards you with armor and a fishing rod.
- Fishing. Cast your rod into the lake by the jetty, and when something bites, reel it in before the fish gets away.
- Quarry. Stone and ore train your Delving skill, and with it the road to the mine opens up.
- Crossroads Bonfire. A shared job for everyone at the Crossroads; more on it below.
- The tomb. A dungeon of floors you can take on solo or in a party.

Crossroads Bonfire
Every 30 minutes the Hush puts out the fire on the Crossroads square, and for 8 minutes everyone nearby fights to keep it burning. Chop deadwood at the edge of the square, throw logs into the braziers, fix cracked ones with the hammer, hit the Stilled Ones by the fire and warm up anyone who has frozen.
Rewards go by contribution: one crate for every 500 points, and each crate holds what you gather yourself — logs, ore, crops, fish or loot from enemies. Together the fire catches faster, and the crates give more. Before it starts, the game itself calls you to the fire.
The Ore Chasm mine
Underground stands a miners' town: the Mine King's palace, a smithy and a pick shop. Drifts with burrows branch off the square, there's an Ice Hall, and further down lie the Middle Tier and the gates to the Deep Grottoes. The deeper you go, the more valuable the ore and the more dangerous the enemies.

The tomb
A portal on the Crossroads leads to the Undercroft Threshold. There the Tomb Doorkeeper lets you onto the floors: pick a floor and a class and head down. Inside are rooms with enemies and puzzles, and after the run the Tomb Treasurer opens the loot chests. The first floor is the Entrance Vaults. If it's your first time there, the run is a trial: enemies are weaker so you can find your feet.
You can go solo, but a party pays better: XP and extract per person are +20% for two, +35% for three and +50% for four. Nobody to call? Press "Find a party" at the Floor Board, and the queue will put a party together from others who are looking too. Four people head in right away; if fewer gather, whoever is there goes in after 45 seconds. Join the queue as a class it's missing and you get another +10%. Tick "Party voice", and you'll all end up in a shared voice room.

What's next
After the first hour the road leads to the Deep Grottoes, to your own Homestead with its garden strips and to the market, where players trade with each other. Everything about the mode in brief is on the Plots page.