Server-authoritative
The server owns the truth. Combat, stats and the economy are validated server-side — fair play by architecture, not by promise.
{studio} builds {game} — a medieval open-world MMORPG. We publish only what works.
Players first. Every technical decision serves one goal: an honest, persistent world that respects your time.
The server owns the truth. Combat, stats and the economy are validated server-side — fair play by architecture, not by promise.
One shared open world — no separate lobbies. Your choices should persist in the world you share with others.
Progress is earned in the world — not in a store. We will not sell power.
We share progress openly — devlogs, roadmaps and community feedback shape the game while it is still taking form.
An open world built step by step: real Pieniny terrain and first dedicated-server multiplayer tests.
We work in Unreal Engine 5 on honest multiplayer and terrain from Polish elevation surveys — no player-count hype or internal tech names.
We build in phases and ship honestly. Here is the current shape of the journey.
Pieniny terrain (~264 km²), shared sessions, a forest that reacts, a look creator, craft and building, shared day and weather. We are not announcing public infrastructure or start dates.
Further art and design on real terrain — no combat, economy, or building promises until they exist.
MMO scale grows when systems are ready. We do not publish player limits or release dates.
Seven hairstyles, face sculpt, skin, eyes in a 3D preview. A second look path is in preparation.
First dedicated-server multiplayer tests — several players in a ~16×16 km world. A milestone, not a promise of public realms.
Your character stays, local chat works, basic PvP rules exist. Goal: a calm hour for two — no calendar date.
Follow development, test early builds and help shape the world. It starts with the community.