Still early, but the prototype is playable.
If you enjoy old-school MMOs and want to see how this evolves:
falkreach.com
@falkreach.com
Posts by rytis
Long term idea:
Everything created in the editor will be exported directly into:
• the game server
• the web client
So updates can go live continuously.
The next step is extending this editor to support:
• quests
• interactions
• world events
Basically turning it into a full world-building tool.
This already makes a big difference.
Instead of a “random world”, I can start designing places with purpose:
• starting areas
• settlements
• dangerous zones
• resource hotspots
So I built a custom editor where I can directly shape the world.
Right now I can:
• paint terrain
• define resource zones
• place NPC spawns
• control world layout
Until now, Falkreach relied mostly on procedural generation.
It was useful for prototyping, but it made the world feel less intentional.
Big Falkreach update 🧵
I’ve been building an internal map editor for the game.
This changes how the entire world will be created and expanded going forward.
👇
#gamedev #mmorpg #indiedev
Falkreach dev update 🧵
The last two weeks were focused on something simple but important:
Making the game easier to learn, smoother to play, and more enjoyable overall.
Here’s what changed 👇
#gamedev #mmorpg #indiedev
I’m trying to build Falkreach in public.
If you’d like to follow development or help shape the game, come join the community.
You may find the link in the profile.
The best moment so far was to meet some random players on my open testing server.
The moment made project feel real.
One of the hardest parts of MMO development isn’t but server architecture.
I'm building server with bun(nodejs) and it's pretty hard to keep performance reliable when also trying to add new features fast.
The prototype is already playable in browser.
Players can already:
- walk around the same world
- gather resources
- build basic structures
- fight npcs & other players
- explore procedurally generated terrain
- take on couple fetch/kill quests
It’s very early but multiplayer is working.
Building falkreach around few core ideas:
- dangerous wilderness
- player trading economy
- crafting and survival
- player-built settlements
I want the world to feel alive rather than scripted.
Building a survival MMO solo.
Devlog #1 🧵
The game is called Falkreach.
It’s a pixel-art browser MMORPG inspired by Lineage II, RuneScape and Rust.
The goal is a living world shaped by players.
👇
#gamedev #mmorpg #indiedev
I’m building a pixel-art survival MMO called Falkreach.
Inspired by the feeling of early online worlds like Lineage II and RuneScape.
• quests
• trading economy
• crafting
• player-built settlements
The prototype is already playable in browser (falkreach.com)
Looking for early testers.
#indiedev
Expanded falkreach.com with first quests and npc dialogues. Basics are now completed and I can finally start with world building.
I’m looking for game testers, so please join if you are interested!
#indiegame #webgame #pixelart #indiedev
Game is getting shape- implemented ranged attacks & added 15 new npcs
#gamemaker #indiegame #indie #pixelart
there already is a ton of them, like koinly for example
join the early access as tester on falkreach.com
Just wanted to introduce web-based survival mmo game I'm working on