About

The game

A deckbuilder MMORPG with idle and roguelike systems shaping how progress and runs feel. The world and systems are shared. It's built so you can play it on your own schedule, in short sessions, without a guild or a live group waiting on you.

Inspired by games like EverQuest, World of Warcraft, Magic: The Gathering, Slay the Spire, and Across the Obelisk.

Who's making it

This game is a side project. I have a full-time job and a family. I work in support operations and tooling by day. I'm not a game developer by trade. I'm learning as I go.

I've been playing MMORPGs since the early 2000s. The game is trying to capture the feeling of being part of something that classic MMORPGs of that era had.

How I'm building it

By myself, with AI doing most of the execution. I make every creative, engineering, and product decision. AI generates assets, scaffolds code, updates documentation, translates designs into implementation, and reviews my work.

This setup is the only reason a project at this scope is even possible for one person. It's also the part most likely to age strangely. The tools I'm using today, and how, will be different in six months. I'll write about that in the devlog.

What to expect

There's a big gap between what runs locally and something other people would want to play. The idea is fun enough that I keep coming back to it in my free time.

The next thing on the public side is a free and open playtest realm at some point, perhaps preceded by a Discord server. The newsletter at the top of the home page is how you find out when that happens. Then, Steam whenever the game is ready for it. There are no ETAs.

Where to learn more

The newsletter at the top of the home page is the main thing. You can also email me.