anyone else wonder what happen to highspell?
the game was promising and had something going for it then everything just stopped
the game was promising and had something going for it then everything just stopped
I've been working on this on and off since around 2020, and I'm really excited to finally share the very first teaser. The game is honestly not terribly far away at this point.
Making an MMORPG has been my lifelong goal. I always knew it would be a scapelike, but I think it's become so much more than that. FARWARD pulls from everything I grew up loving: RuneScape, Fable, Oblivion, Kingdoms of Amalur, and all the books I read as a kid, especially Ranger's Apprentice. I've always loved Borderlands' cel-shading too, so that's kinda where the look comes from.
I believe nostalgia is rooted in discovery. Remember not knowing where anything was, swapping rumours with friends, stumbling onto something nobody had found yet? I want that back. So FARWARD is built so it can't be datamined: everything lives server-side, and the client only learns what you've actually discovered. I expect it'll take players many months, maybe years, to really figure out how everything works, and I think that discovery is what will bring that feeling back.
It'll have all the good stuff: your own homestead, raids, chill grinds, and pets that gets the zoomies. Maybe you'll enjoy it.
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If you'd like to follow along or join the playtests:
🌿 Waitlist: https://playfarward.com
💬 Discord: https://discord.gg/farward
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A throwback to when the pet fox was pure concept art: https://www.reddit.com/r/ScapeLikes/comments/1ww8b62/comment/pdns920/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
Thank you all for an amazing first week of Scapewatch! To celebrate I pulled some stats last night! :)
Listen I LOVE RuneScape Dragonwilds and runescape in general but i kept seeing everyone say they took this and that from Valheim blah blah so i bought it sight unseen and im not talking shit about Valheim but comparing the two is like comparing the commodore 64 to the xbox series x, the controls are not fun or smooth the graphics looks like hopefully what they were going for but Runescape is so so so much more polished. Im certainly going to give Valheim another shot maybe i just got frustrated because i switched from Dragonwilds to it and it felt like a huge step down. Im sure that the comparisons are about mechanics or something like that. Im sure one of you will jump down my throat for this post and let me know lol
Hey everyone! I’m working on a browser-based MMO fantasy/adventure game called Wildrim. I was inspired by a few games I played when I was a kid like Runescape, Diablo 1 & 2, Zelda, and a game I’ve played more recently called Stardew Valley.
It’s still pre-beta, but I was hoping to get some feedback and hopefully have a few players join me to have some fun. The game works well on desktop and mobile and includes PVE, PVP, exploration, quests, skill levelling, home building/customizations, events, and more. It uses WASD movement and mouse aiming for combat plus a handful of hotkeys on desktop and quick menus on mobile.
The current skills available are crafting, cooking, fishing, foraging, woodcutting, smithing, mining, magic, archery, defence, attack, and health. They each have skill progression to unlock new abilities. I tried to keep it pretty basic where there are no masteries or professions. You can basically be a Jack of all trades and focus on whatever aspects you enjoy the most.
My next goals are to expand the map and make the existing gameplay more engaging and balanced. I’ve recently added daily events like rare monster spawns that require a team to take them down with increased rare rewards. There’s also an island to explore with some cool quests and different challenges as well as the game’s first mini-game.
I’ve been developing software for 15+ years and I did use AI to assist in development of this project. I know a lot of people don’t like that, but I can honestly say I don’t know anyone who writes their code 100% by hand anymore. It is just so much more efficient to use the tools and technology available. There’s whole lot more to the game than I previewed here, but I thought I’d drop a quick video and hopefully gain some insight from you guys.
You can play at wildrim.com on your browser (no download needed). I’m open to any suggestions and thank you for checking out this post.
What makes it a scapelike: one shared persistent world, sixteen skills that feed each other, gathering and crafting, questing, trading, magic, dungeons with bosses, and a corpse run when you lose.
The concrete thing I want to show you is the building. You claim a plot of land and raise a house on it: add floors, decorate, and furnish the rooms, which is a construction skill with a decorating problem attached. Homes can be public for the neighbours or private. Chairs are the running joke, and seventeen is the canonical number.
I make this on my own, and it is free in a browser tab with no download; a guest needs no account. It is listed here: https://scapelikes.com/game/bitiverse
Come and break it, then tell me what fell over: https://fortisq.itch.io/bitiverse
So: what went in your first house - workshop, kitchen, or a room for the chairs?
Hey everyone!
I’ve been working on an MMORPG in Godot for the past year, and I wanted to share this short video showing the state of the game today.
One of the main things I’m trying to capture with Elegon is that old-school, grindy MMORPG feeling where your progression actually feels meaningful. I want there to always be something to work towards, whether that’s leveling a skill, crafting better gear, exploring a new area, working towards some bigger goal, or just slowly building up your character over time. The social side is a big part of it too, with trading, working alongside other players, and those little interactions that make the world feel more alive. I really like games where you can log in without having a specific objective in mind, spend a few hours just doing whatever you feel like, and still feel like you’ve made some kind of progress by the time you log off.
I’ve been documenting the whole development process on YouTube, and it’s kind of crazy going back to that first video and seeing how different the game looks now. I’m really happy with how far it’s come, so I thought I’d share where things are at now.
Probably one of the things I’m happiest about is the little community that’s started to grow around the game too. It’s been slowly growing on YouTube and Discord, and I’m hoping I can start building a bit of a community here on Reddit as well.
I’ve also had a 24/7 playtest available on Steam for a while now, which has been really useful. Having people actually play the game and give me feedback has helped a ton, and it’s been really cool seeing people find the game and share their thoughts on it.
There’s still a massive amount I want to add, but I’m really excited to keep working on it and see where it ends up. It’s kind of hard to imagine what the game will look like another year from now.
Thanks for reading!
First of all, I am really thankful to the ScapeLikes community. Around 40 players from here have played DragonScape Idle. It is a huge honor for me!
Quick reminder: DragonScape Idle is a game motivated by RuneScape, just idle. I loved RuneScape as a kid (cooking 99 and countless hours). Now I have less time to play, so I built the game I wanted on my phone.
Now it is also available on Google Play: https://play.google.com/store/apps/details?id=com.dragonscapeidle.app
What the game has:
- 19 skills to train to 99
- 100+ quest chains
- Offline progress that is replayed, not estimated
What is new since the last update:
- Android app on Google Play, same save as the web version
- The Amber Road event starts tomorrow: 8 stops and 96 quests, until 10 October
- Rebuilt start based on your feedback
- A lot of content named by players: Bandit Brad, Everember Forge, Penny's Set
- This weekend every skill action succeeds 100%, so it is a good time to start :)
Being upfront: it is an open beta and progress will reset when the game goes global. The art is AI generated and the code is AI assisted. Not affiliated with RuneScape or Jagex.
I really want to thank all the players who played my game and gave feedback. It is amazing how much I was able to improve the game because of you.
And to everyone who voted on Scapelikes: thank you so much. It is amazing to be in the top 5.
If you would play and give feedback on the first 10 to 30 minutes, that would be amazing. Thank you so much!