From the workshop

Developer Blog

We build {game} in the open — system by system, honestly.

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The look creator works — one path for today

The player clicks and sees the result immediately.

Confirmed devlog milestones — no combat, building or public-server promises.


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Craft, build with preview, repair — in the product

Players need something to do with their hands before a “full MMO” exists.

~264 km² is a large terrain foundation — no promises about water combat, building, or a release date.


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Identity, local chat, PvP guardrails

Without a persistent character there is no MMO — only a demo.

We have that, plus chat and basic PvP rules. The next quality bar is a longer session for two; when it lands, we will say so — without a date in this paragraph.


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Shared day and weather on the server

In an MMO, private weather per player breaks the world.

We run one day cycle and a weather state set for everyone at once. We do not paste spectacular trailer rain onto the “done” list.


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Early loop: meeting, fight, loot

We wanted to see whether the world could react.

The loop runs in the product. We do not bolt on a promise of a grand arena or a date when “combat will be ready”.


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From a solo test to a session you can schedule

Testing “alone with yourself” proves nothing.

We stood up a dedicated server and let several people into one world. That is proof of shared play here — not an announcement of public servers.


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Why Pieniny: terrain that holds up in a screenshot

The first region did not look like a place someone outside the studio would remember.

Pieniny stayed: Czorsztyn lake, Three Crowns, Dunajec — ~16×16 km from Polish elevation surveys. There is no water combat mechanic; we say that plainly.

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