Time
Nearly every meaningful action takes one or more hours. When the clock passes midnight, the day advances. The calendar keeps moving whether the day was productive or not.
Ten Thousand Schools is a martial-arts life simulator. The game is not only about winning fights. You have a job, rent, limited energy, relationships, injuries, and a finite number of hours. The main challenge is figuring out what kind of martial artist your character can become without letting the rest of their life collapse.
Lost? The complete screen menu sits directly below the compact character HUD and remains available while you move through long desktop sections. Press / anywhere to search all sixteen screens. Open Character Overview when you want the next class, injuries, competition, goals, relationships, latest result, and current suggestions; urgent problems are still named on the overview even while it is closed.
You can make a character with only the basic fields and leave the advanced options alone. Career mode is the best first game because it gives you the intended balance of money, fatigue, training, and progression.
Open the focused first-week beginner guide for a shorter checklist you can keep beside the game.
Nearly every meaningful action takes one or more hours. When the clock passes midnight, the day advances. The calendar keeps moving whether the day was productive or not.
Work pays for rent, food, tuition, travel, equipment, treatment, entry fees, and eventually larger projects. A martial career can earn money, but it is not dependable at the beginning.
Energy is what you can spend right now. Fatigue is what has built up over time. A short rest may restore energy without removing deep fatigue.
Health is your general condition. Nutrition, stress, injuries, housing, sleep, and medical care all affect recovery. Ignoring these systems eventually makes training worse.
Teachers and other people remember what you do. Trust opens instruction and opportunities. Rivalry, fear, obligation, loyalty, and respect are separate values.
You can compete, teach, research, own schools, found an organization, create a style, travel, retire, and continue through a successor. You are not required to do all of it in one character.
| Number | What it means | What to watch |
|---|---|---|
| Money | Spendable cash. | Keep enough for rent, food, tuition, and emergencies. |
| Energy | Short-term capacity for actions. | Low energy blocks demanding actions. |
| Fatigue | Accumulated physical and mental load. | High fatigue reduces training quality and raises risk. |
| Health | Overall physical condition. | Injuries and neglected recovery pull this down. |
| Nutrition | How well fueled the character is. | Buy groceries before you run out of meals. |
| Morale | Confidence and willingness to keep going. | Losses, stress, isolation, and bad choices can damage it. |
| Stress | Pressure from work, money, conflict, and overcommitment. | Rest, breathing work, housing, and relationships can help. |
| Reputation | Your combined standing in the local community. | Different groups can view you differently. |
Daily actions, general condition, injuries, personal history, goals, ethics, and the most immediate things your character needs.
Jobs, shifts, housing, rent, and property. Use this when money or recovery has become the problem.
Clothing, protective equipment, training tools, maintenance, shops, and equipment requirements.
Bellweather locations and the wider travel network. Explore locally before assuming a school or service does not exist.
Your schedule, upcoming bills and events, simulation pace, training cycles, and longer-term planning.
Instructors, tuition, classes, school culture, relationships, training plans, and progression through a curriculum.
Everything you have observed or learned, its stage, practice history, prerequisites, evidence, safety notes, and related forms.
Supervised weapon traditions, equipment, certification, history, and safety gates. This is simulation content, not instruction.
Research, tactics, anatomy, history, culture, teaching, ethics, and the other things a serious martial career can study.
Teachers, friends, rivals, family, romance, social boundaries, favors, memories, and the lives NPCs are living around you.
Competition, professional work, teaching, media, records, licenses, retirement, and every non-owner career track.
Opening and running schools, staff, students, facilities, budgets, branches, community programs, and succession.
Building a personal method from techniques you genuinely understand, then testing, naming, ranking, and teaching it.
Councils, federations, guilds, politics, service, founding a new organization, elections, recognition, and sanctions.
The reference library: arts, curricula, historical notes, visual catalogs, and material that explains the larger world.
Your full action history, production ledgers, system health, and review information. Use it when you are not sure what just happened.
Finding a school does not mean every class or technique is immediately available. Schools have tuition, schedules, culture, membership rules, instructors, and relationship gates. Instructors may require attendance, trust, basic experience, or safe supervised practice before they offer harder material.
A technique normally moves from being observed to being introduced, familiar, practiced, reliable, and eventually mastered. Knowing the name of something is not the same as being able to use it. Drilling builds familiarity; supervised classes improve it more safely; sparring and competition test whether it holds up under pressure.
Duration and intensity are only part of the result. Your energy, fatigue, health, nutrition, stress, teacher, equipment, school culture, training phase, and current injury all matter. When a hard session produces less progress than expected, check the character's condition before assuming the game ignored the action.
Combat is turn-based and represents tactical decisions, not button speed. Range, position, balance, stamina, accumulated damage, score, known techniques, preparation, and the opponent's habits all matter. A good choice can still fail; the game is comparing both characters and the current situation.
Different events use different rules. Boxing, grappling, wrestling, forms, mixed events, controlled smokers, historical scenarios, and Legends trials are not scored the same way.
The normal long-form game. Money, injury, aging, work, and competition are balanced around the intended experience.
Lets you change funds, starting skill and reputation, location, available school arts, learning speed, injury severity, aging, competition, economy pressure, historical framing, and whether labeled Legends content is enabled. Creative sandbox is useful for testing systems.
Gives one focused objective, a deadline, and a reward. A challenge can fail while the character and save continue.
Uses a specific historical setting with documented, disputed, oral, and fictionalized material labeled separately.
An explicitly fictional, cinematic mode with impossible abilities and supernatural scenarios. It makes no real-world claims.
The game saves to the server after successful actions. Your browser remembers the private save identifier so it can resume the right character. There is no username or password account in Alpha 3.0.
Explore, work at least one shift, buy food when needed, discover a school, and join one that fits your schedule and budget. The new in-game Next Steps panel also reads your current save and points toward the most useful immediate action.
Yes. Successful game actions update the cloud save. Exporting is still recommended before a major release or if the character is important to you.
Normal characters save automatically and can also be exported as manual backup files, then imported as a separate cloud character. Ironman characters have one server timeline and cannot be exported or copied through import.
A dimmed button is unavailable; it is not still loading. The most common causes are money, energy, fatigue, membership, location, equipment, schedule, trust, qualification, or a prerequisite technique. Hover the button for a short reason, then check the nearby requirement list. Travel cards spell out every missing gate directly.
Training is affected by fatigue, energy, health, nutrition, injury, intensity, duration, teacher quality, equipment, training phase, and diminishing returns. More time is not always better time.
Use Explore Bellweather from Life and check the Map. Some opportunities also come from people, travel, events, and reputation.
Find an instructor or school that teaches it, meet the membership and prerequisite requirements, then attend the relevant training. The Techniques page shows its current stage and history.
Yes. Cross-training is a major part of the game, but it costs more time and money and can slow deep progress in any one curriculum.
The game applies financial and housing consequences. Work, change jobs, reduce expenses, move to cheaper housing, or use career income before the due day.
Sleep, eat if nutrition is low, reduce stress, or choose a less demanding action. Energy and long-term fatigue are different, so repeated short rests may not solve deep overtraining.
Time and rest help, but treatment, evaluation, rehabilitation, insurance, housing, training adaptation, and injury severity affect the outcome. Continuing to train hard can extend the problem.
Use Career to find an event, then meet its experience, membership, fee, equipment, health, weight, license, and preparation requirements. Events later in the ladder require a stronger record.
Challenges can fail and careers can go badly, but most setbacks become part of the character's story. Bankruptcy, injury, retirement, a loss, or a damaged relationship normally creates different decisions instead of deleting the save.
Yes. The world advances as your character takes actions. Rivals train, people move, schools change, careers progress, and news or rumors can appear.
Build real curriculum experience, instructor trust, teaching skill, reputation, and money. Career tracks and Ownership show the exact qualifications as you approach them.
You can create a style after you understand enough compatible material. The Style Lab measures coherence, pressure testing, standards, forms, teaching, and how students carry it forward.
Institutions, schools, students, archives, knowledge, and parts of a legacy can survive. Personal physical mastery is not automatically inherited.
No. Legends is openly fictional. Impossible techniques, supernatural energy, secret scrolls, and mythical trials are kept separate from the realistic and historical systems.
No. Everything is a simulation abstraction. Read the Safety & Content Disclaimer and use qualified real-world professionals for training, health, nutrition, law, or emergencies.
Open a character, then choose Profile & Settings in the top utility bar. That page includes language, right-to-left support, text size, contrast, reduced motion, color-vision support, and simplified view.
Use the contact information at Logan Pendragon Forge. Include the section, character mode, action, expected result, actual result, browser, and device if possible.