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Official material for Final Fantasy Resonance has named only a handful of places so far, and the name of the world itself has not been confirmed in any official source. What is known: the story starts in the Kingdom of Grandshelt, the setting is laid out on a walkable world map with towns and dungeons placed on it, and ships carry travelers between continents, so the world spans more than one landmass. The table below collects every named location and what official sources say about each.
Named Locations
Location | What Is Known |
|---|---|
Grandshelt | The Kingdom of Knights, where the story begins. Its people live peaceful lives blessed by the power of crystals. In the opening, the capital comes under attack by Veritas of the Dark, and the king is rescued by Rain and Lasswell. |
Earth Shrine | The shrine tied to the Earth Crystal. The magical barrier protecting it waned, prompting the royal decree that opens the story; in its innermost chamber the Earth Crystal is shattered. The full sequence is retold at Story and Setting. |
Town of Mitra | A town with an inn. After the story progresses past a certain point, edition and pre-order bonus items are claimed from the postbox in front of the inn. Item lists are at Editions and Pre-Order Bonuses. |
Shrines of Light | Sanctums scattered across the world, described in English materials as vision crystal sanctums. Visiting one lets the party revisit stories from past Final Fantasy games and obtain Visions of legacy series heroes. |
Dwarf workshop | A workshop mentioned in developer interviews, which confirm that dwarves exist in this world. It has not been shown in released material, and no further details are available. |
No other towns, regions, or continent names have been published, and nothing should be assumed about the wider map beyond what the table lists. This page will expand as official material names more of the world.
Locations Announced July 16, 2026
Square Enix named two cities the party visits mid-journey, along with several places attached to systems rather than to the critical path.
Location | What Is Known |
|---|---|
The Machinopolis. A steel-forged city where engineers abound, and the birthplace of airship technology. Once home to the first Cid, whose name each era's finest engineer now takes. | |
The Aquapolis. Capital of the Olderion Federation, blessed with abundant crystalline waters, safeguarded by the Wardens of the Waters, the prayers of the Maiden of Water, and an esper called the God of Water. A shipbuilding and naval transport hub before airships spread. | |
Dirnado | The region Dilmagia sits in, and Lid's home. |
Water Shrine | The site the Wardens of the Waters have guarded for generations. Nichol's family are among its longtime guardians. |
Sanctums of Light | Sites erected around the world where vision crystals are obtained. |
Chamber of Arms | A room somewhere in the world where hints for each of the Twelve Legendary Arms can be viewed. |
The name of the world itself is still unconfirmed in every official source for this game, and no map has been published showing how these places relate to one another.