Concept art: at dusk in a misty stone village, a cloaked traveller climbs a stack of hay bales piled against a thatched cottage to reach the roof.
In development

No one is born a hero.

A low-magic, full-loot MMORPG with no classes. Every skill is trained, every scar is earned. Built in the open.

Concept art

Where the build stands

One developer, one system at a time. Each part is finished and tested before the next is begun.

Test build screenshot: a MetaHuman stand-in in dark armour on a village path between dry-stone walls with benches set against them.
Now: movement

A body that reads the world

Walls, ledges, ladders, ropes, falls, and blows. Movement is built, and now being hardened before the first players try it.

Every bench a step Test build screenshot. MetaHuman stand-in, borrowed village.
22

automated movement trials, run every time anything changes.

5%loss

at 150 to 200 ms of delay: the bad connection every networked trial also runs on.

Next

Props as steps

A bench against a wall, a crate under a ledge, bales under a roof. The body will read the whole way over and chain a step into a climb.

What the world is built on

The design is settled. Some of it already stands; most is still ahead. Each part says which.

Built Prototype Designed
  • Bodies with weight

    Built

    Movement answers to the body. A heavy fighter starts slow and turns wide; a light one changes direction on a coin. Wounds and loads show in every stride.

  • No classes

    Designed

    No class select. Skills grow through use, and mastery is scarce: the blade you perfect is the spellbook you never open.

  • Silence or steel

    Designed

    A halfling in leathers slips past the watch unheard. A dwarf in plate is heard a hundred paces off. Every burden has its price.

    Concept art: in a torchlit cobbled alley, a hooded halfling crouches in shadow as a dwarf in full plate walks past.
    Concept art
  • Full loot, real wounds

    Prototype

    Fall, and what you carried is left for whoever reaches it first; the prototype already works this way. Wounds by body part, which spread if left untreated, are designed.

  • Ether and faith

    Designed

    Magic draws on a shared well that runs dry when casters crowd together. Faith works the other way: a congregation is stronger as one.

  • Craft and build

    Designed

    No locked recipes. A blade is steel, hilt, and pommel, each a craft of its own. Walls rise from simple shapes under real physics, and players can break them.

    Concept art: a smith's scarred hands hammer a glowing blade on an anvil, sparks flying.
    Concept art
  • A world that doesn't wait

    Designed

    Seasons, weather, and hunting pressure shape the land. Hunt the wolves out and the deer strip it bare, until something hungrier comes.

  • Guilds with teeth

    Designed

    The fighters and the thieves keep halls older than you. Rank is earned in labor and blood, and working their trade without leave makes you competition.

Players build and break this world, so nothing in it is marked climbable. The body reads what is really there.

A bench, a crate, or a hay bale in front of something taller is a step, and the taller thing is measured from its top. A tall climber jumps for the roof from the first bale; a shorter one climbs the stack.

Forgotten places stay forgotten until someone brings the piece that's missing.

Read how it started

The road

No dates. Only the order it has to happen in.

  1. Now

    One pair of boots

    A blade, a foe, and a body that moves well, for a single player. Movement is being readied for testers.

  2. Next

    Others arrive

    A small circle of players, invited to break things and say so.

  3. Later

    What is built remains

    Characters, skills, and wounds carry over from one session to the next.

  4. Horizon

    The world opens

    One seamless world holding many players, never split into private copies.

Full roadmap

Follow the build.

Progress is written up as it happens, never on a schedule invented to look busy.

Read the devlog