Playtest

Current Playtest Preview

Character Creation, PvP matchmaking based on gear value and player level, Chaos Meter combat, redesigned UI, branching quests, simple in-game currency gambling, weapon classes, permanent progression, seasonal competition, feedback forms, and a few suspicious bugs pretending to be features.

Jun 8, 2026
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Current Playtest Preview

More choices. More PvP. More progression. Probably more bugs too, but we're working on that.

Character Creation

New Feature
  • Create your own character before entering the world.
  • Start building a long-term identity from the beginning.
  • Make your adventurer feel more personal.
  • Prepare yourself emotionally before a goblin with questionable balance deletes your health bar.
  • More customization and progression options are planned over time.
You are no longer just a player. You are a player with a face. Possibly a helmet. Possibly regrets.

PvP & Matchmaking

Competitive
  • PvP matchmaking now considers player level.
  • PvP matchmaking also considers total gear value.
  • The goal is to create fairer and more competitive fights.
  • Players should encounter fewer wildly uneven battles.
  • New players should have better chances to learn before being flattened by someone whose boots cost more than their entire inventory.
  • Gear still matters.
  • Skill still matters.
  • Panic rolling into the wrong direction still matters.
If you lose now, you may need a new excuse. We recommend lag, destiny, or suspicious mouse behavior.

Chaos Meter

Combat System
  • Combat actions build Chaos.
  • Higher Chaos creates stronger and more dangerous effects.
  • Matches become less predictable as Chaos rises.
  • Risk and reward increase during longer fights.
  • Smart players can exploit Chaos.
  • Brave players can embrace Chaos.
  • Confused players can scream internally and press buttons.
  • The system is designed to make combat feel more dynamic, unstable, and exciting.
  • The longer the fight lasts, the more likely everyone involved begins questioning the laws of physics.
Every battle starts fair. Keeping it fair is your problem.
Related articleChaos MeterA combat mechanic where chaos is not a bug it's the feature. As battles spiral out of control, a Chaos Meter fills and unleashes absurd Glitchout Events that can help, hurt, or completely confuse everyone involved.

Completely Redesigned UI

Quality of Life
  • The user interface has been redesigned from the ground up.
  • Menus are cleaner.
  • Navigation is faster.
  • Important information is easier to find.
  • The layout is more intuitive and modern.
  • Players should spend less time fighting the interface and more time fighting things that actually drop loot.
  • If a button still feels hard to find, it may be hiding from responsibility.
The new UI is cleaner, faster, and less likely to make you stare at the screen like an NPC waiting for dialogue.

New Quest System

RPG Systems
  • Quests now support multiple options.
  • Every option is intended to matter.
  • Some choices can change quest outcomes.
  • Some choices may allow players to avoid a fight.
  • Avoiding a fight may also mean losing the reward connected to that fight.
  • Talking to NPCs can reveal more lore.
  • Dialogue can give context about the world, factions, enemies, and hidden motivations.
  • Some NPCs may help.
  • Some NPCs may lie.
  • Some NPCs may talk for too long and still somehow know exactly where the treasure is.
Not every reward comes from combat. Sometimes knowledge itself is the reward. Sometimes the reward was behind the monster you politely avoided. Awkward.

Simple Gambling

Economy
  • Simple gambling is available for in-game currency.
  • This currency is not purchasable with real money.
  • This currency cannot be exchanged for real money.
  • The system is intended as a light side activity.
  • Players can risk game currency for fun.
  • No real money purchases are involved.
  • No cash-out or real-world exchange is involved.
  • You can still make terrible decisions.
  • They are just safely terrible.
Lose fake money. Keep real money. Call it responsible chaos.

Weapon Classes

Combat Builds

🗡️ Katana (Duelist)

Passive

Crits apply 1 Bleed stack.

Effect

  • Quick Draw
    • Fast attack
    • Always acts first this turn
  • Thousand Cuts
    • 3 smaller hits
    • Extra damage per Bleed stack
  • Perfect for players who believe patience is a debuff
  • Also perfect for players who say "one more hit" and then immediately regret it

🔨 Hammer (Juggernaut)

Passive

Ignore 15% armor.

Effect

  • Crushing Blow
    • Big damage
    • Applies Shattered (-armor)
  • Earthshaker
    • Medium damage
    • Stun chance if target is Shattered
  • Subtlety sold separately
  • Excellent for players who believe doors, armor, and problems are all temporary
The Katana asks a question. The Hammer removes the question.

Looking Ahead

Next Playtest
  • Base Building
That's all we're saying for now. The bases already look nervous.

Seasonal Competition

Every ~3 Months

Reset each season:

  • Arena rankings
  • Guild rankings
  • Base building rankings
  • Seasonal rewards
  • Seasons create recurring competition.
  • New players get fresh opportunities to become relevant.
  • Veterans get new goals.
  • Guilds get new reasons to argue in chat.
  • Rankings reset, but long-term identity remains.
  • Seasonal rewards give each season its own purpose.
Everyone gets another chance to become famous. Or infamous. Usually infamous.