Press Kit
Everything you need to cover {studio} and {game}. For interviews, review keys or anything not listed here, reach us at {pressEmail}.
Fact sheet
| Developer | {studio} |
|---|---|
| Based in | {location} |
| Founded | {founded} |
| Title | {game} |
| Genre | Open-world medieval MMORPG |
| Engine | Unreal Engine 5 · C++ |
| Platforms | PC (Windows) · more to be confirmed |
| Release date | To be announced |
| Price | To be announced · no pay-to-win |
| Website | {domain} |
| Press contact | {pressEmail} |
Descriptions
Short
{game} is a server-authoritative medieval MMORPG built in Unreal Engine 5 — one persistent open world for hundreds of players, with no pay-to-win.
Medium
{game} is an open-world medieval MMORPG where hundreds of players share a single, persistent realm. Fight with skill-based, server-validated combat, raise settlements, trade in a player-driven economy and forge alliances. Engineered from day one on a dedicated, server-authoritative architecture, it is designed to scale from a single shard to a sharded world of thousands.
Long
{game} is the debut title from {studio}, an independent team building a living medieval world in Unreal Engine 5. Every meaningful system — combat, character progression, the economy and construction — is validated on the server, making fair play a property of the architecture rather than a promise. Players carve out their place in a seamless open world streamed with World Partition: mastering a skill-based combat system built on the Gameplay Ability System, claiming land and raising settlements through a server-authoritative building system, and shaping an economy driven entirely by player effort. The studio is building in the open, sharing devlogs and roadmaps and inviting the community to test the realm as it grows from 200 players, to 500, to a zone-sharded world of thousands.
Key features
- Server-authoritative everything — combat, stats and economy validated on the server for fair play by design.
- One persistent open world — seamless World Partition streaming, no instanced lobbies.
- Skill-based combat — built on Unreal's Gameplay Ability System, with stamina, poise and positioning.
- Player settlements — claim land and build with a server-authoritative construction system.
- Player-driven economy — value is earned, never bought; strictly no pay-to-win.
- Built to scale — from 200 to 500 players per shard, toward a zone-sharded world of thousands.
About {studio}
{studio} is an independent game studio founded in {founded} and based in {location}. We are a small, player-first team building the medieval MMORPG we always wanted to play — fair, persistent and crafted with care. We develop in the open and grow alongside our community.
Logos & media
Permission to use
{studio} grants journalists, streamers and content creators permission to use the materials in this press kit — including for monetized videos — to cover {game}. Please credit "{studio}" where practical. For commercial or promotional use beyond coverage, contact us first.
Covering {game}?
We're happy to help with interviews, review access and custom assets.