I'm working on Quest for Territory, a free sandbox MMORPG about land: who holds it, who supplies it, and who can take it. It combines hands-on action combat and deep character building with player-built cities, guild politics, armies and siege warfare.
You can explore, hunt, craft and trade. Or you can found a city, build its economy and fight to make it the heart of a nation. I'm giving away keys to anyone who wants to try the test realm and share feedback.
https://www.questforterritory.com/
Keys:
QFT-B7MC-VX2T-U4UD
QFT-T9S7-4TL3-DFSU
QFT-8UDV-7NXQ-SGN2
QFT-Z666-9F3A-584X
QFT-H8R4-RBQ8-DUGE
QFT-ZN7P-JF59-5CQV
QFT-HLAF-9WBG-FYN5
QFT-CWRV-6VRG-WLTC
QFT-M3PW-DB2M-63SA
QFT-ALWA-GDZX-3G7E
The main features:
- Directional action combat. Choose your swings with the mouse, then feint, block, parry and dodge. Weapon reach, hit location, positioning and stamina all matter. Arrows fly as real projectiles, and each weapon style has its own moveset, from sword and shield to spear, polearm and bare fists.
- Deep character building. Pick from 13 races, 4 starting Paths and 22 advanced Classes. Then shape your build with talents, disciplines, skills and hundreds of spells and powers. Progression has a deliberately smaller impact in PvP than against monsters, giving newer characters a fighting chance.
- Player-built cities with working economies. Place buildings and watch construction crews deliver materials and raise them piece by piece. Citizens need homes and food, work your buildings and pay taxes. Rations, food variety, ale and morale all affect how productive your city is and how fast it grows.
- Territory and supply lines. Cities, outposts and mines spread influence over the land around them. Hold your homeland and your people regenerate faster and your armies eat less. Fight far from home and you'll need siege camps and supply wagons. Caravans carry goods along real roads, and raiders can kill their teams and take the cargo.
- Armies and declared sieges. Recruit and equip soldiers, march them across the world and command formations in the field. To challenge a rival city, plant a Warstone. The defenders choose the hour of battle. Then break their walls with crewed catapults, ballistae, trebuchets, rams and siege towers.
- Mounted combat and sailing. Fight from horseback, lower a lance for a charge, or take to the air on a flying mount. Build piers and shipyards, sail with the wind, haul cargo, and ram and board enemy ships.
- A big world to explore. Hundreds of settlements, from small hamlets to towns and cities, connected by roads and bridges across rivers and wild country, with changing weather and a shared day/night cycle. Travel on foot, ride, swim, dive, fly or open magical gates.
- Wildlife with real behaviour. Prey runs, startled herds scatter together, territorial beasts warn you off, and predators judge their odds and defend their pack. Rare elite champions roam the wilds. Apex monsters—including dragons, a hydra, a giant worm, a kraken and a demon lord—are designed to challenge war parties of roughly 10–40 players.
- Dungeons and dangerous magic. Walk through a dungeon portal with no loading screen. Some regions weaken magic; dead ground prevents casting and strips magical effects, including spell-granted flight. The ground you fight on becomes part of your strategy.
- Crafting and trade. Develop 20 professions by using them: gather, fish, skin, refine materials, and make equipment, meals and potions. You choose your enchantments, can commission items from other players and place work orders. Trade through a world-wide auction house, by mail, or face to face.
- A developed fantasy setting. Discover cultures, religions, factions and stories through conversations and your journal. Townsfolk speak voiced lines, and spells are whispered in each school's own invented language.
- Defeat has consequences. When you die, the contents of your backpack remain on your corpse for anyone to loot, while equipped gear normally stays with you. One special dungeon, the Deep, raises the stakes. There, everything you wear also falls onto your corpse for anyone to loot, and if nobody resurrects you in time, that character is gone for good.
- Room to learn. On the Haven, the starter island, other players can barely hurt you and can't stun or control you. An interactive offline tutorial teaches movement, combat and the interface.
A few technical features I'm particularly pleased with:
- Native Windows and Linux clients, written in C++ on a modified Esenthel Engine with Vulkan rendering.
- A streamed, seamless world spread across many servers. The server is authoritative, and client prediction keeps movement responsive.
- Navigation that adapts to construction. NPCs find their way into and out of buildings, and their routes update as cities are built and destroyed.
- Physical presentation: hit reactions, knockdowns, ragdoll deaths, and cloth banners and capes. Guild heraldry appears on banners, shields and sails.
- Spatial audio and built-in voice chat. Rooms echo and walls muffle sound. Voice is push-to-talk, with proximity, party, guild and nation channels.
- Built-in recording and replay. Save a whole session, or the minute that just happened, and watch it back with a free camera, rewind, slow motion and bookmarks.
- 21 languages for the interface, lore and help, including Japanese, Korean, Chinese, Thai, Hindi and right-to-left Arabic.