u/Useful_Cable_2735

Permadeath MMO in development!
▲ 0 r/ARPG

Permadeath MMO in development!

Follow on Discord: https://discord.gg/jB2nWG3N8

Blood is a low fantasy multiplayer RPG built around one brutal truth: death is permanent. But your legacy is not.

When your character dies, they are gone. But in Valdenmoor, death is not the punishment it is in other worlds — it is a transition. Your heirs carry forward the skills, knowledge, and power your fallen warrior earned in life. You return not as a stranger to the world, but as the next chapter of a story already in motion. Weaker perhaps in body, but never starting from nothing. Never starting from zero.

Your bloodline carries on. Your estate. Your legacy. In the world of Valdenmoor, death is not an ending — it is a passage. The fallen become memory, and memory becomes power. Those who inherit the blood of warriors carry with them the echoes of every battle their ancestors fought, every alliance forged, every enemy made. You do not return from death. Your heirs rise from it.

They inherit what you built. They inherit what you lost. And they inherit the enemies you made along the way. For the player, this means that when your warrior falls, you step into the life of your heir — shaped by everything that came before them, and facing a world that already knows your family name.

Valdenmoor does not welcome the uninitiated. There are no glowing markers showing you where to go. No quest arrows. No tooltips reminding you how to survive. This is a world that existed long before you arrived and will continue long after you are gone. Knowledge is earned, passed down through bloodlines, bought with failure and paid for in lives. The weak do not last. The ignorant do not last. But those who learn — those who adapt, who build alliances, who understand that Valdenmoor rewards patience and punishes arrogance — they build legacies that echo through generations.

Blood is being built by a solo developer with a vision for something the MMO space has never delivered — a world where every decision carries real weight, every battle has genuine stakes, and the passage of time and loss of life actually means something.

We’re building this game for players who are tired of dying meaning nothing. For players who have watched the MMO genre become a theme park — safe, predictable, and consequence-free. For players who remember when an online world felt dangerous. When losing something actually hurt. When the person next to you could be your greatest ally or your worst enemy and you genuinely couldn’t tell which. For players who want to build something that outlasts them — a family legacy, an estate, a name that other players will come to know and either respect or fear.

Currently in development for PC with estate management available on mobile, Blood is moving from multiplayer demo toward a full MMO release.

This is the game for people who want to feel it.

youtu.be
u/Useful_Cable_2735 — 3 days ago
▲ 1 r/ARPG

Dev Blog: Blood Forsaken Reach

https://discord.gg/9jPzzxv2V

Update: I've made a ton of progress! The heredity system is well under way. For those not familiar, this game has elements of permadeath. When you die, you're dead. However, you then have the option to continue play thru your heir, choosing whether your son or your daughter will become the leader of your estate and allow you to continue your adventure. Additionally, while chopping wood and mining will be an option for the player, you can also have your children do this for you while you play, Whats currently done with the heredity system: 1) Your kids have a schedule. They wake up, eat breakfast, train in the courtyard, play with the other kids in the courtyard (there are 4 families in the demo so up to 4 people can play together), chop wood, mine ore, eat dinner and go to bed. 2) Your kids sense when an enemy is near. Your kids can die, too and there are roaming monsters (not just static spawns). So when a hostile enemy is withing 50 meters, the kids run into the house and wait until the threat is gone. This doesnt mean they will always escape danger. If one of the large horde's of undead wander by, they're in trouble. What's currently being developed: 1) The die and choose succession should be done today. This is actually a much easier system than the kids AI schedule. 2) surprisingly, one of the hardest things to do is get AI to properly sit in a chair, or lay in a bed. 3) Same with doors. AI gets stuck on doors. GRRRR!

After the heredity system is complete, the next task is completing the storyline for the demo. After that, some smoothing and tweaking.

Everything is still on schedule. We are still on track for an August release of the full demo with an eye on a Steam release.

u/Useful_Cable_2735 — 5 days ago

Client side rubber banding. HELP! 😳

# [UE5.7] Severe client-side movement rubberbanding — every code-side lead checked out clean, looking for what I'm missing

**Setup:** Listen server multiplayer, ZeroTier for remote connections (confirmed DIRECT peer-to-peer, not relayed). Standard Character (Character Movement Component), Enhanced Input, custom ROS/MC replication pattern for gameplay systems.

**Symptom:** Any client (not just one specific person/connection) experiences noticeable movement rubberbanding — worse for some connections than others, but present for everyone who's played as a client so far. It's not occasional snapback; it's closer to constant micro-corrections on nearly every step. Severity scales with connection quality, but even a "good" connection shows some of it.

Alongside the movement issue, the same sessions show: projectiles (fireballs) occasionally failing to spawn or spawning pixelated/corrupted, melee hits not registering consistently, and killed enemies sometimes staying visually "alive" (standing idle) on the client.

**What I've already ruled out:**
- Network Smoothing Mode is Exponential (not Linear/None)
- NetUpdateFrequency is 100 (default-ish, not throttled)
- Root motion is OFF on base Walk/Run animations (confirmed correct setup)
- Movement input is a clean Enhanced Input → Add Movement Input chain, no unnecessary RPC in between
- Confirmed via `p.NetShowCorrections 1` that real server position corrections are firing — this isn't an animation/camera artifact, it's genuine CMC correction
- Run/Sprint speed changes go through a proper Run-on-Server → Reliable Multicast pattern (not a bare local Set)
- Tried raising `NetworkMinTimeBetweenClientAdjustments` from 0.1s to 0.3s — no measurable difference in a controlled A/B test
- Added `MAXPOSITIONERRORSQUARED=15.0` and `MaxMoveDeltaTime=0.25` to DefaultGame.ini — not yet tested live
- Adjusted ZeroTier's Windows interface MTU down to 1400 on both machines (known Windows bug where `zerotier-cli set` reports success but doesn't actually apply — had to use `netsh interface ipv4 set subinterface ... mtu=1400` directly) — didn't resolve it
- Ping tests during a live session show 0% packet loss, but real jitter: mostly 78-95ms with frequent spikes to 110-165ms

**What's confusing me:** PIE's built-in Network Emulation, even pushed to fairly aggressive values (100-500ms latency range, 10-15% packet loss), never reproduced anything close to the severity seen in real sessions over ZeroTier. That gap is unexplained.

Has anyone dealt with something like this — client-side jitter that shows up for every client regardless of connection quality (just worse for bad connections), where CMC's standard tuning knobs don't seem to move the needle? Wondering if this points at something more fundamental in how I've set up replication, or something environmental I haven't considered. Happy to share Blueprint screenshots if useful.

reddit.com
u/Useful_Cable_2735 — 14 days ago
▲ 6 r/ARPG

Blood - Forsaken Reach - Development Update!

We are almost 5 months into development and we need testers! Join the discord to read about the lore, gameplay, and get permissions to join the playtest and play TODAY! https://discord.gg/gJ9NXqbQT

Youtube: https://www.youtube.com/@VladDrakoolGaming

ABOUT THE GAME

Blood: The Forsaken Reach is a dark, low fantasy multiplayer action RPG. You are an adventurer arriving on a forsaken island — a place shattered by an ancient catastrophe called the Sundering. The dead walk. The living have long since fled. Something ancient and grief-stricken rules the keep at the island's heart.

Choose your class. Fight your way through the skeleton city. Find out what happened here.

LORE (if you're curious)

Long ago, an event called the Sundering fractured the world's magical foundation. Most who were touched by it died. The few who survived were changed. The island of Valdenmoor was at the heart of it — once a thriving settlement, now a city of the restless dead.

At the center of it all is Adeline — a child when the Sundering struck, who retained an unnatural immortality while watching everyone she ever knew grow old and die around her, generation after generation. Centuries of grief have hollowed her into something else entirely. She raises her dead to keep them close. She does not want you to leave either.

Three factions once vied for control of what was left: the Wardens, who sought to seal the Sundering's wounds; the Ash Keepers, who worshipped what it unleashed; and the Crustians, scavengers who profited from the chaos. None of them remain now — only echoes, bones, and Adeline.

youtu.be
u/Useful_Cable_2735 — 17 days ago
▲ 0 r/ARPG

Blood - Forsaken Reach. Multiplayer RPG in Development! Playtest available!

Spent some time touching up my hideous mountains. They look a little better now, but still need some work.

Check out Blood Forsaken Reach today! It's 4.5 months into development and there's a playtest available. We need testers!

Join the Discord to get access to the playtest and learn more about the game: https://discord.gg/gJ9NXqbQT

u/Useful_Cable_2735 — 23 days ago
▲ 0 r/ARPG

Blood Forsaken Reach - New POI Teaser! Demo Incoming, Playtest Available now!

We are almost 5 months into development and we need testers! Join the discord to read about the lore, gameplay, and get permissions to join the playtest and play TODAY! https://discord.gg/gJ9NXqbQT

Youtube: https://www.youtube.com/@VladDrakoolGaming

ABOUT THE GAME

Blood: The Forsaken Reach is a dark, low fantasy multiplayer action RPG. You are an adventurer arriving on a forsaken island — a place shattered by an ancient catastrophe called the Sundering. The dead walk. The living have long since fled. Something ancient and grief-stricken rules the keep at the island's heart.

Choose your class. Fight your way through the skeleton city. Find out what happened here.

LORE (if you're curious)

Long ago, an event called the Sundering fractured the world's magical foundation. Most who were touched by it died. The few who survived were changed. The island of Valdenmoor was at the heart of it — once a thriving settlement, now a city of the restless dead.

At the center of it all is Adeline — a child when the Sundering struck, who retained an unnatural immortality while watching everyone she ever knew grow old and die around her, generation after generation. Centuries of grief have hollowed her into something else entirely. She raises her dead to keep them close. She does not want you to leave either.

Three factions once vied for control of what was left: the Wardens, who sought to seal the Sundering's wounds; the Ash Keepers, who worshipped what it unleashed; and the Crustians, scavengers who profited from the chaos. None of them remain now — only echoes, bones, and Adeline.

u/Useful_Cable_2735 — 25 days ago
▲ 1 r/ARPG

Blood - Forsaken Reach - Dodge Mechanic

We need testers! Join the discord to read about the lore, gameplay, and get permissions to join the playtest and play TODAY! https://discord.gg/gJ9NXqbQT

Youtube: https://www.youtube.com/@VladDrakoolGaming

ABOUT THE GAME

Blood: The Forsaken Reach is a dark, low fantasy multiplayer action RPG. You are an adventurer arriving on a forsaken island — a place shattered by an ancient catastrophe called the Sundering. The dead walk. The living have long since fled. Something ancient and grief-stricken rules the keep at the island's heart.

Choose your class. Fight your way through the skeleton city. Find out what happened here.

LORE (if you're curious)

Long ago, an event called the Sundering fractured the world's magical foundation. Most who were touched by it died. The few who survived were changed. The island of Valdenmoor was at the heart of it — once a thriving settlement, now a city of the restless dead.

At the center of it all is Adeline — a child when the Sundering struck, who retained an unnatural immortality while watching everyone she ever knew grow old and die around her, generation after generation. Centuries of grief have hollowed her into something else entirely. She raises her dead to keep them close. She does not want you to leave either.

Three factions once vied for control of what was left: the Wardens, who sought to seal the Sundering's wounds; the Ash Keepers, who worshipped what it unleashed; and the Crustians, scavengers who profited from the chaos. None of them remain now — only echoes, bones, and Adeline.

youtube.com
u/Useful_Cable_2735 — 1 month ago
▲ 2 r/ARPG

Blood - Forsaken Reach Playtest - Loads of Additional Content and Improvements in v1.4.1!

We need testers! Join the discord to read about the lore, gameplay, and get permissions to join the playtest. https://discord.gg/gJ9NXqbQT

Youtube: https://www.youtube.com/@VladDrakoolGaming

ABOUT THE GAME

Blood: The Forsaken Reach is a dark, low fantasy multiplayer action RPG. You are an adventurer arriving on a forsaken island — a place shattered by an ancient catastrophe called the Sundering. The dead walk. The living have long since fled. Something ancient and grief-stricken rules the keep at the island's heart.

Choose your class. Fight your way through the skeleton city. Find out what happened here.

LORE (if you're curious)

Long ago, an event called the Sundering fractured the world's magical foundation. Most who were touched by it died. The few who survived were changed. The island of Valdenmoor was at the heart of it — once a thriving settlement, now a city of the restless dead.

At the center of it all is Adeline — a child when the Sundering struck, who retained an unnatural immortality while watching everyone she ever knew grow old and die around her, generation after generation. Centuries of grief have hollowed her into something else entirely. She raises her dead to keep them close. She does not want you to leave either.

Three factions once vied for control of what was left: the Wardens, who sought to seal the Sundering's wounds; the Ash Keepers, who worshipped what it unleashed; and the Crustians, scavengers who profited from the chaos. None of them remain now — only echoes, bones, and Adeline.

u/Useful_Cable_2735 — 1 month ago
▲ 3 r/ARPG

New Character Selection Screen for Blood -Forsaken Reach - Playtest!

New Character Selection Screen!

NOTE: These characters are placeholders for the playtest (for which you can play if you join the discord!). For future releases of the game like demo or alpha, there will be a dedicated character creator. This game is 5 months into development, so understand that it is in a playable, but limited, rough state.

Join the discord! https://discord.gg/bzZXqRs8f

Blood is a low fantasy multiplayer RPG built around one brutal truth: death is permanent. But your legacy is not.

When your character dies, they are gone. But in Valdenmoor, death is not the punishment it is in other worlds — it is a transition. Your heirs carry forward the skills, knowledge, and power your fallen warrior earned in life. You return not as a stranger to the world, but as the next chapter of a story already in motion. Weaker perhaps in body, but never starting from nothing. Never starting from zero.

Your bloodline carries on. Your estate. Your legacy. In the world of Valdenmoor, death is not an ending — it is a passage. The fallen become memory, and memory becomes power. Those who inherit the blood of warriors carry with them the echoes of every battle their ancestors fought, every alliance forged, every enemy made. You do not return from death. Your heirs rise from it.

They inherit what you built. They inherit what you lost. And they inherit the enemies you made along the way. For the player, this means that when your warrior falls, you step into the life of your heir — shaped by everything that came before them, and facing a world that already knows your family name.

Valdenmoor does not welcome the uninitiated. There are no glowing markers showing you where to go. No quest arrows. No tooltips reminding you how to survive. This is a world that existed long before you arrived and will continue long after you are gone. Knowledge is earned, passed down through bloodlines, bought with failure and paid for in lives. The weak do not last. The ignorant do not last. But those who learn — those who adapt, who build alliances, who understand that Valdenmoor rewards patience and punishes arrogance — they build legacies that echo through generations.

Blood is being built by a solo developer with a vision for something the MMO space has never delivered — a world where every decision carries real weight, every battle has genuine stakes, and the passage of time and loss of life actually means something.

We’re building this game for players who are tired of dying meaning nothing. For players who have watched the MMO genre become a theme park — safe, predictable, and consequence-free. For players who remember when an online world felt dangerous. When losing something actually hurt. When the person next to you could be your greatest ally or your worst enemy and you genuinely couldn’t tell which. For players who want to build something that outlasts them — a family legacy, an estate, a name that other players will come to know and either respect or fear.

Currently in development for PC with estate management available on mobile, Blood is moving from multiplayer demo toward a full MMO release.

This is the game for people who want to feel it. (edited)Monday, June 15, 2026 2:11 PM

u/Useful_Cable_2735 — 1 month ago
▲ 2 r/ARPG+1 crossposts

New Jump Finisher, Mage Character, and Targeted Heal Spell Demo!

Join the discord! https://discord.gg/bzZXqRs8f

Blood is a low fantasy multiplayer RPG built around one brutal truth: death is permanent. But your legacy is not.

When your character dies, they are gone. But in Valdenmoor, death is not the punishment it is in other worlds — it is a transition. Your heirs carry forward the skills, knowledge, and power your fallen warrior earned in life. You return not as a stranger to the world, but as the next chapter of a story already in motion. Weaker perhaps in body, but never starting from nothing. Never starting from zero.

Your bloodline carries on. Your estate. Your legacy. In the world of Valdenmoor, death is not an ending — it is a passage. The fallen become memory, and memory becomes power. Those who inherit the blood of warriors carry with them the echoes of every battle their ancestors fought, every alliance forged, every enemy made. You do not return from death. Your heirs rise from it.

They inherit what you built. They inherit what you lost. And they inherit the enemies you made along the way. For the player, this means that when your warrior falls, you step into the life of your heir — shaped by everything that came before them, and facing a world that already knows your family name.

Valdenmoor does not welcome the uninitiated. There are no glowing markers showing you where to go. No quest arrows. No tooltips reminding you how to survive. This is a world that existed long before you arrived and will continue long after you are gone. Knowledge is earned, passed down through bloodlines, bought with failure and paid for in lives. The weak do not last. The ignorant do not last. But those who learn — those who adapt, who build alliances, who understand that Valdenmoor rewards patience and punishes arrogance — they build legacies that echo through generations.

Blood is being built by a solo developer with a vision for something the MMO space has never delivered — a world where every decision carries real weight, every battle has genuine stakes, and the passage of time and loss of life actually means something.

We’re building this game for players who are tired of dying meaning nothing. For players who have watched the MMO genre become a theme park — safe, predictable, and consequence-free. For players who remember when an online world felt dangerous. When losing something actually hurt. When the person next to you could be your greatest ally or your worst enemy and you genuinely couldn’t tell which. For players who want to build something that outlasts them — a family legacy, an estate, a name that other players will come to know and either respect or fear.

Currently in development for PC with estate management available on mobile, Blood is moving from multiplayer demo toward a full MMO release.

This is the game for people who want to feel it. (edited)Monday, June 15, 2026 2:11 PM
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u/Useful_Cable_2735 — 1 month ago
▲ 0 r/ARPG

Blood - Forsaken Reach - Playtest. NEED TESTERS!

Join the discord: https://discord.gg/e56AVaMT

ABOUT THE GAME

Blood: The Forsaken Reach is a dark, low fantasy multiplayer action RPG. You are a warrior arriving on a forsaken island — a place shattered by an ancient catastrophe called the Sundering. The dead walk. The living have long since fled. Something ancient and grief-stricken rules the keep at the island's heart.

Choose your class. Fight your way through the skeleton city. Find out what happened here.

Classes:

Warrior — High damage, aggressive melee combat

Paladin — Balanced fighter with shield, block mechanics, and a healing spell

Ranger — Agile archer with dodge and mobility

Mage — Fragile but devastating at range

LORE (if you're curious)

Long ago, an event called the Sundering fractured the world's magical foundation. Most who were touched by it died. The few who survived were changed. The island of Valdenmoor was at the heart of it — once a thriving settlement, now a city of the restless dead.

At the center of it all is Adeline — a child when the Sundering struck, who retained an unnatural immortality while watching everyone she ever knew grow old and die around her, generation after generation. Centuries of grief have hollowed her into something else entirely. She raises her dead to keep them close. She does not want you to leave either.

Three factions once vied for control of what was left: the Wardens, who sought to seal the Sundering's wounds; the Ash Keepers, who worshipped what it unleashed; and the Crustians, scavengers who profited from the chaos. None of them remain now — only echoes, bones, and Adeline.

u/Useful_Cable_2735 — 1 month ago
▲ 0 r/ARPG

Blood FIRST gameplay clip!

Blood is a low fantasy multiplayer RPG built around one brutal truth: death is permanent. But your legacy is not.

When your character dies, they are gone. But in Valdenmoor, death is not the punishment it is in other worlds — it is a transition. Your heirs carry forward the skills, knowledge, and power your fallen warrior earned in life. You return not as a stranger to the world, but as the next chapter of a story already in motion. Weaker perhaps in body, but never starting from nothing. Never starting from zero.

Your bloodline carries on. Your estate. Your legacy. In the world of Valdenmoor, death is not an ending — it is a passage. The fallen become memory, and memory becomes power. Those who inherit the blood of warriors carry with them the echoes of every battle their ancestors fought, every alliance forged, every enemy made. You do not return from death. Your heirs rise from it.

They inherit what you built. They inherit what you lost. And they inherit the enemies you made along the way. For the player, this means that when your warrior falls, you step into the life of your heir — shaped by everything that came before them, and facing a world that already knows your family name.

Valdenmoor does not welcome the uninitiated. There are no glowing markers showing you where to go. No quest arrows. No tooltips reminding you how to survive. This is a world that existed long before you arrived and will continue long after you are gone. Knowledge is earned, passed down through bloodlines, bought with failure and paid for in lives. The weak do not last. The ignorant do not last. But those who learn — those who adapt, who build alliances, who understand that Valdenmoor rewards patience and punishes arrogance — they build legacies that echo through generations.

Blood is being built by a solo developer with a vision for something the MMO space has never delivered — a world where every decision carries real weight, every battle has genuine stakes, and the passage of time and loss of life actually means something.

We’re building this game for players who are tired of dying meaning nothing. For players who have watched the MMO genre become a theme park — safe, predictable, and consequence-free. For players who remember when an online world felt dangerous. When losing something actually hurt. When the person next to you could be your greatest ally or your worst enemy and you genuinely couldn’t tell which. For players who want to build something that outlasts them — a family legacy, an estate, a name that other players will come to know and either respect or fear.

Currently in development for PC with estate management available on mobile, Blood is moving from multiplayer demo toward a full MMO release.

This is the game for people who want to feel it.
https://discord.com/channels/1515799998711988387/1515799999764500606

youtube.com
u/Useful_Cable_2735 — 1 month ago