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Questing Grounds: Quests, Objectives, Logs and Trackers Kit

Give your Zero game a full quest system in one install. Write a quest as a single data file and your players get the whole RPG loop: givers with glowing ! and ? markers, conversations that offer and hand in quests, a live tracker, waypoints, four beautiful quest logs, XP and item rewards, party quests and saves for every player. Works on keyboard, gamepad and phone, in English and Brazilian Portuguese.

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Updated Oct 27, 2026
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questKit: quests for any multiplayer Zero world

Walk around Questing Grounds to see every piece of the kit in one place, then install it into your own world with a single click.

What you get

  • Quests as data. One .data file per quest: steps, objectives, prerequisites, rewards. A broken file tells you exactly which field is wrong.
  • Ten objective kinds: go to, collect, defeat, talk, use, escort, defend, deliver, find hidden, inspect. Add your own with one call.
  • Quest givers that read at a glance: floating ! and ?, a glowing ground ring and beam, or an icon on the name tag. They show up on the minimap too.
  • Conversations that drive quests. Givers offer, track and hand in quests through dialogueKit, and any conversation can start or finish one.
  • Four quest logs: a fantasy journal, a sci-fi datapad, a compact side panel and a phone-friendly card sheet. Open with J, the gamepad's left shoulder or the Quests button.
  • Four trackers: progress bars, a single line, a checklist and a big 3/5 quest card, plus a countdown for defend objectives and a health bar for escorts.
  • Rewards and progression: XP and levels (saveKit), items in the player's bag (inventoryKit), coins, story flags and unlocks.
  • Multiplayer from the ground up. Party quests move on for the whole party with one machine deciding, so nothing counts twice. Personal quests stay private. Every player's progress is saved and back when they return.
  • Every screen, every device. Keyboard and mouse, gamepad and touch. The Quests button keeps a clear gap from the minimap and the open log never covers it, on a desktop and on a phone held upright or sideways. Closing the log always hands the controls back, so the player can walk from the very first frame.
  • English and Brazilian Portuguese, every word from translation catalogs you can override.

Try it in your world in two minutes

Install questKit from ZeroMind. One install brings saveKit, inventoryKit, dialogueKit, pickupsKit, interactKit and navUiKit along (about a minute), and nothing from this showcase world. The README's first example, collect 5 mushrooms then talk to Ada, is four short files: paste them in, press Play, and you have a quest with a giver, a tracker, a hand-in, 120 XP and a Health Potion.

In this world

A gallery of every log, tracker and marker style, labelled from where you spawn, and twelve sample quests you can play: gathering, combat, a timed siege, a level-gated veteran's quest, a two-quest mystery chain, an escort and a party quest to light the beacons.

Version 1.0.9

The defend countdown appears only while you are actually holding the area, so the gallery starts clean and every board can be read. Installs cleanly into a brand-new world, bringing only the kit and the kits it needs. The Quests button keeps a clear gap from the minimap as it is actually drawn, at every screen size. 38 automated tests, 17 of them playing the game with real keyboard, gamepad and touch input: each quest log is opened, closed and walked away from on each device as its own test.

Known limits

  • Party and personal quests could not be shown live on two engines here, because two engines on one account collide as one player (#14448); the rules are covered by the test suite.
  • Installing takes 47 to 94 s because of the dependencies (#21420).
  • A screen root ignores position and top (#11895), so questKit places its HUD inside area roots.
  • A 3D text label can keep its previous string (#7781), so questKit respawns its labels when their words change.
  • Author in edit mode: writes during play are lost (#21333).

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