Question: "Can I play the game, if there are no other players online? Will I be stuck in queue?"
You get into a match fast regardless. (~60 seconds or less.) While you play, we are actively backfilling any additional players who queue up to put them in your match. Our game is super early in its community building lifecycle, as we have just entered early access. We have a firm belief that once our game reaches the quality we are building towards, it will naturally attract a large amount of players and grow organically as players tell their friends. We are actively organically marketing on TikTok/YT, but for now this game is largely being forged in the shadows. This provides you with the unique opportunity of being part of a small community giving us feedback early on, and thus having a larger impact on the eventual direction the game heads.
Question: "Why would I want to play solo if no other players are online?"
Our core game loops work like a Fantasy MMO's progression system. You keep the items you earn game over game and get to progress your gear. So even while playing solo or with a party of friends, our game offers a gear power-grind with over 50 hours of content. And if you are solo, you can enjoy the never-ending scaling grind of risking more and more loot to increase your RNG percent, and gain a significantly faster progression curve then when the playerbase is much larger. (You can reach up to 500%+ rng per game) This is sort of giving you an 'Early-bird' advantage to progression. Just keep an eye on the chat for player join messages—your safety may be temporary. We have already had one player do this for over 15 hours and they are pretty geared, so look out!
Question: "I'm not into PvP, can I still enjoy the grind for gear?"
We have designed a lot of the game's loops where getting rare drops, hiding behind teammates, & running for your life when needed can be a viable playstyle & even have loadout builds to compliment the playstyle. (Speed/stamina/tank builds.)
Question: "Do you lose everything you have farmed if somebody kills you?"
Only corrupted loot is lost upon death. When gathering, fighting mobs, or obtaining loot from bosses you receive corrupted loot which can be cleansed by returning to base. The exception to this is Ancient Equipment loot drops which are obtained as cleansed by default, as they are ultra-rare equipment drops. Once cleansed your items are yours to keep. (Until we eventually do our next-season wipe, which is expected every 6 months to 1 year.) There are a variety of ways to return to base such as on your mount or by teleporting, but a few important things to note—Combat/Gathering applies a 3 second dismount debuff and a Block-teleport debuff for 15 seconds.
Question: "Why risk loot? How is that satisfying when I die?"
We have an RNG+ corruption scoring system which bonuses your RNG based on the amount of loot you are risking. So even if you gather a bunch of corrupt loot and lose it, you were still gaining a higher chance on each subsequent loot to get an ultra-rare Ancient Equipment pieces. As discussed on our store-page, we incentivize risk to make it rewarding/worth for both sides.
Question: "Why is the core game mode 8v8?"
We believe this will provide a satisfying team-based feel, where 1 afk teammate won't sink a match and cause you to lose. We are open to reviewing the match sizes to add more players or go with a smaller scale.
Question: "Can the game handle more players?"
While we are in the early days, we are trying to limit the game's match sizes to ensure we provide a playable experience with good performance that is reliable for players. From a technical standpoint, every creature/horse/player in our game is using Multi-threaded animations and we are also limiting render distance based on type of entity. (Player, mobs, elites, bosses.) Once our community gets a little larger we will be reviewing and testing possibilities for expanding match sizes or the potential addition of a larger mode. We believe our systems can currently handle 50-100 players in a match performantly, but we want to test it thoroughly before we roll it out.
Question: "Are there microtransactions or in-app purchases?"
NOPE! All cosmetics are sold through DLC bundles on our Steam page. No pay to win. No pay for convenience. Fair, earned gear-progression only.
Question: "Are there classes?"
Abilities in the game are tied to weapons that are chosen in your gear loadout. You can swap loadouts mid-match and keep your enchants/regrades in each gear slot! You get 2 weaponsets, with two-hand weapons providing 6 abilities, one-hand weapons providing 4 abilities, and off-hands providing 2 abilities. Total you will have 12 weapon-granted abilities. You will also have a Lightning dash which grants invulnerability for .5 seconds at the cost of 50 stamina. (Great for dodging or gap-closing.)
Question: "Skillshots?"
Correct, most abilities in the game are skillshots which are aimed via a third-person shooter style of aiming. These are intentionally tooltip-less and fast-paced. Teleports, arrow volleys, tornado summons, some dashes, and projectiles all use this style of aiming. Missing skills against good opponents is common and requires a lot of practice to get good at.