
Everyone says don't build an MMO as your indie project. We did anyway. One year progress report.
My brother and I have spent the past year building Mortumus, a hardcore full loot PvP MMO ARPG, in our spare time around day jobs. He owns the server side, I own the client, and that clean split has honestly been one of the biggest reasons we've kept momentum for a full year without stepping on each other.
The unglamorous truth of year one is that almost none of it was game content. It was all foundations: server authoritative networking, combat, spells, and the PvP and full loot systems. We're only now reaching the point where we can start actual world creation, which is both exciting and slightly terrifying because it means the excuses are over and the game has to start being fun.
Latest devlog showing the current state: https://youtu.be/_T33cddn7ms
Happy to go deep on anything, whether that's the networking approach, how we scoped an MMO down to something two people can realistically ship, or how we've kept motivated a year in. If you're considering a multiplayer project I'm glad to share what we'd do differently.