Press Kit
Everything you need to write about {studio} and {game}. For interviews, review keys or anything missing here, email {pressEmail}.
Fact sheet
| Developer | {studio} |
|---|---|
| Headquarters | {location} |
| Founded | {founded} |
| Title | {game} |
| Genre | Medieval open-world 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} — medieval open-world MMORPG from {studio}. ~16×16 km (~264 km²), Pieniny core from GUGiK + first multiplayer tests.
Medium
{studio} builds {game} in UE5: real Pieniny terrain (~264 km²) and first co-op tests on a dedicated server. We publish confirmed milestones only.
Long
{game} is the debut title from {studio} — an independent team building a medieval open world. Current milestones: Pieniny map from Polish elevation data and first multiplayer tests (dedicated server, several players). We do not expose internal tech or promise release dates.
Key features
- Server-authoritative — architectural direction; multiplayer tests ongoing.
- Real terrain — ~16×16 km (~264 km²), Pieniny core from GUGiK, not a random generator.
- First multiplayer — dedicated server and multiple clients in one world (internal test).
- Transparent devlog — only what is already in the project diary.
- No pay-to-win — a studio principle, not a promise about store features.
- No slogans — we do not publish player limits or dated roadmaps.
About {studio}
{studio} is an independent game studio founded in {founded}, 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 with our community.
Logos & media
Permission to use
{studio} grants journalists, streamers and creators permission to use materials from this press kit — including in monetised video — to report on {game}. Please credit “{studio}” where possible. For commercial or promotional use beyond reporting, contact us first.
Covering {game}?
We are happy to help with interviews, review access and custom assets.