Here are the 18 biggest indie MMOs in development with information about them and a video showing some gameplay. Feel free to suggest better videos or any popular projects I'd have missed!
Dual Universe [Beta]
Setting: Science-Fiction || Focus: PvP || Budget: ~$25M* || Engine: Unigine 2
- Single shard persistent universe shared by all the players
- Voxel-based universe: player-made cities, stations and warships
- Space warfare: pirate ships, coordinated attacks, skirmishes
- Player-controlled global economy: mine, craft, build, optimize, barter and trade
Gloria Victis [Beta]
Setting: Medieval Low-Fantasy || Focus: PvP || Budget: ~$4M* || Engine: Unity 5
- Skill-based combat mechanics à la Mount and Blade
- Class-less system with diversified equipment
- Open world with housing, territory control and sieges
- Complex crafting system: leatherworking, armorsmithing, weapon forging
Crowfall [Beta]
Setting: Medieval Fantasy || Focus: PvP || Budget: $38M || Engine: Unity 5
- Spiritual successor to Shadowbane
- Player-created worlds with parcels of terrain and pre-fab building pieces
- GvG/RvR campaigns that guilds or factions can win
- Deep crafting system inspired by Star Wars: Galaxies
Camelot Unchained [Beta]
Setting: Medieval Fantasy || Focus: RvR || Budget: ~$27M || Engine: Unchained
- Spiritual successor to Dark Age of Camelot
- Large-scale RvR battles and sieges with more than a thousand players
- Open world with islands that players can move to strategically reshape the world
- Block-by-block construction with server-side stability and destruction
Ship of Heroes [Beta]
Setting: Superhero || Focus: PvE/PvP || Budget: $? || Engine: Unreal 4
- Spiritual successor to City of Heroes
- Defend Apotheosis City from criminals and alien invaders and explore whole new planets
- Unique character customization with countless options
- Thousands of power combinations to form a unique playstyle
Mortal Online 2 [Beta]
Setting: Medieval Fantasy || Focus: PvP || Budget: $? || Engine: Unreal 4
- Open and realistic sandbox world
- True, real-time combat where outcomes are decided by skill rather than levels or gear
- Legendary crafters trading across the globe, famous warriors studying the art of combat
- Individual reputation: people will recognize you by the impact you've made on the world
Foxhole [Beta]
Setting: WW1/WW2 || Focus: RvR || Budget: $? || Engine: Unreal 4
- Single shard with hundreds of players: wars that last several weeks and reset after each war
- Player are what they carry or drive: player progression is purely horizontal as characters have no stats
- Three main roles: soldier, logistics, builder, and many sub-roles: medics, drivers, gunners, artillery, partisan, etc.
- Deep logistics and building mechanics: transportation, factories, scrapping, trenches, bridges, defenses (AI), bunker bases.
Project Gorgon [Beta]
Setting: Medieval Fantasy || Focus: PvE || Budget: +$1M || Engine: Unity 5
- Exploration: many hidden secrets awaiting discovery
- Ambitious skill-based leveling system allowing the player to combine skills
- Old-school MMO with innovative ideas, such as morphing into animals
- 16 combat skills, 71 trade skills, 11 beasts skills
Wild Terra 2 [Beta]
Setting: Medieval Fantasy || Focus: PvE/PvP || Budget: $? || Engine: Unity 5
- Immersion and adventure: a world full of interconnected little things
- Every season a new continent will be available, with a variety of biomes and inhabitants, conditions, rules and rewards
- Various roles: blacksmith, fisherman, doctor, alchemist, sailor, weaver, merchant, farmer, carpenter, cartographer or hunter
- Raids and sieges: players join groups and clans to siege medieval castles, raid large bosses and adventure in dungeons
Valiance Online [Beta]
Setting: Superhero || Focus: PvE/PvP || Budget: $? || Engine: Unity 5
- Spiritual successor to City of Heroes
- Players are heroes and villains who battle using superhuman powers and advanced technology
- An open world environment tied to character choices
- Players run stores and a decentralized market system
AdventureQuest 3D [Beta]
Setting: Medieval Fantasy || Focus: PvE/PvP || Budget: $? || Engine: Unity 5
- Cross platform: can be played on PC and mobile
- Ever expanding world: exploration of the lively land with new exciting environments
- Randomly generated dungeons that are unique and offer a new experience every time
- Random events: dragons could swoop down, the undead may rise, or there could be an Easter egg hunt
Comments
Profane [Alpha]
SamuTale [Alpha]
Rise Online [Alpha]
Cross post. *Personal estimate, may be inaccurate
If you are planning on FINISHING your game you stop at some point and well...FINISH IT,polish it.His entire game looks like an Indie game just starting,he never makes anything look finished.LAG in some dungeons is beyond awful and we are talking about a game started MANY years ago where any average PC should have frames well over 100.
No matter,that entire list is full of bad games,except maybe ASHES i wouldn't put it into BAD but it won't be good either,just another skinned rpg that is severely lacking in rpg elements.
Mortal Online is the same thing,just another skinned rpg but focused on pvp.I kind of laugh at how EASILY people become delusional.I hear stuff like "this pvp is realistic"lmao says WHO?Just the THOUGHT that two people would fight to the DEATH ..just because is stupid.Put perma death in these games then you might be able to talk about realistic pvp.
The ONLY place i ever want to pvp is in an arena setting with maybe 4 people max and the combat is about skilled THINKING and does not have to fall into the realistic category other than being plausibly real.So my pvp would be a DM if more than 4 fine,maybe 6-8 but one death you are out,so more of a last man standing design.
Never forget 3 mile Island and never trust a government official or company spokesman.
Logic, my dear, merely enables one to be wrong with great authority.
"Bad" is subjective, and all of those games have their core followers who believe the game is good enough to spend time testing / following updates.
When I wrote "medieval realistic", I had in mind "no magic" and mechanics that try to mimic historical medieval times.
You'd probably like Guild Wars 1 PvP arenas, hopefully as much as I enjoyed them.
But... none of the open RvR offerings really appeal to me-- their artwork and also their top down perspective angle/aspect ratios is not really that engaging. There's a lack of a true "fantasy" element. They seem kind of dingy. The other mistake fantasy artwork in an mmo can make, is artwork which is too glitzy. The large RvR mechanics look nice, but they look like space lasers rather than actual fantasy magic. Compare Neverwinter Nights 2002, where every spell or ability cast felt as if it was spawned from a nether realm (every spell had a somatic and verbal cue). The RvR offerings are disappointing, especially for the budgets.
I'm sure PvE will continue to do just fine.
"Raid bosses
"There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.
"Raids will have 40 man groups."
https://ashesofcreation.wiki/Raids#:~:text=Ashes of Creation is designed,and 8 person group sizes.
Other than that I think Ship of Heroes proposes big boss fights in the open-world, Wild Terra 2 has large boss raids, AdventureQuest 3D offers random events with dragons spawning, CorePunk mentions raid content and world bosses, Saga of Lucimia will feature 16/24 players raids and in Pantheon:RotF there will raids as players level, so not just end-game raids.
If I'm correct they started with Cry Engine. Amazon licensed the engine in 2015 and they've made a lot of changes to it and renamed the engine "Lumberyard". At the end of 2016 Star Citizen decided to switch to the Lumberyard engine.
https://www.extremetech.com/extreme/241674-star-citizen-developer-chris-roberts-clarifies-engine-change-promises-move-amazons-lumberyard-wont-delay-game
Yea I think you're right, iirc I based the estimation on Wikipedia info but that may be outdated. The numbers I've got are:
- $1M from private investor (2013)
- $5M from Mark but probably more
- $4,5M from crowdfunding
- $7,5M from private investors (2018)
- $640K from a PPP loan (2020)
- $?M from private investors (2020)
We can expect the most recent round of investment to be several millions (as they received a similar amount of money in 2018). So let's presume that $7M went for CU.Which would bring the total closer to $26.5M.
Good job OP on this thread.
But, I'll do some research. Thanks for the info.
Logic, my dear, merely enables one to be wrong with great authority.
Some of those indie studios have a budget of $25-40M, which is comparable to AAA MMORPGs like Black Desert Online, so they should be able in theory to deliver a product of good quality, and probably can afford to hire skilled developers.
MurderHerd