{game}

Medieval open-world MMORPG · Pre-alpha

~264 km² of real elevation data. Recognisable Pieniny at the centre. Dedicated-server multiplayer in pre-alpha. No pay-to-win.

UE5Unreal Engine 5 · C++
~264km² world
MPdedicated-server multiplayer
0pay-to-win

Official game mark · ArxVast Studio

Trailer — coming soon

When we have real footage from the Pieniny shard, it lands here — not stock fantasy.

What the realm stands on

Rules the realm keeps

Players first. Every system we ship should serve a persistent world that respects your time — not a marketing calendar.

Server-authoritative

The server owns the truth. Combat, stats and the economy are validated server-side — fair play by design, not by promise.

One living world

A seamless open world — not instanced lobbies. Your choices are meant to persist on the shard you share.

No pay-to-win

Progress is earned in the world. We will not sell power — cosmetics and access only.

Built in the open

Devlogs, honest roadmap and community feedback shape the game while it is still taking form.

Confirmed facts

What already works

Milestones from the publication diary — no marketing promises.

~16×16 km map Dedicated-server multiplayer tests Several clients tested Character creator Craft & build Forest loop Persist · chat · PvP Day/night & weather

Status

The world

Pieniny from real surveys

{game} is a medieval open-world MMORPG on ~264 km² of surveyed ground. We ship Pieniny first — and never promise systems we have not built.

{game} is a medieval open-world MMORPG. The server should own game state, and we build that step by step in public.

  • Recognisable Pieniny core (Czorsztyn lake area, Three Crowns, Dunajec gorge) within a ~16×16 km canvas (~264 km²) from GUGiK elevation surveys.
  • Dedicated server + multiple clients already tested
  • Pre-alpha — no public live servers yet
AltHold Online logo
~16×16km foundation
1 msurvey grid
PLPieniny core
Pre-alpha — confirmed

What already works in the workshop

Facts from the publication diary — no hype about guilds, water combat, or a launch date.

Honest multiplayer

We test co-op on a dedicated server — several players in the same world. A milestone, not a promise of public servers.

Real ground

~16×16 km map from GUGiK surveys.

Character creator

Female character, 7 hairstyles — male look in preparation.

Craft and building

Craft UI, build preview, tool repair, bandage.

Living forest loop

Forest → fight → loot → progress.

Day, night and weather

Server day/night cycle plus clear, cloudy, fog and storm — shared by all players. No AAA precipitation promises yet.

World loop

Living forest — honestly

You do not pick a foe from a menu. Walk the trees, something steps out, fights, and drops loot. This is pre-alpha, not a trailer.

Two players

Identity and co-op

Foundation for a calm hour for two.

  • Character persists across session restarts
  • Local chat — talk nearby
  • Basic PvP rules — fair ground

The character stays, there is nearby chat, there are simple PvP rules.

Status
No hype

What we do not promise

We would rather say plainly what is not there yet.

Public live servers

Internal dedicated server only — for now.

Combat on water

On the lake you stand and look.

Guilds, sieges, full economy

Long-term vision — not shipped today.

Release date

No marketing calendar.

Roadmap

How the realm takes shape

We build in stages and show only what works. No invented release dates.

Phase 1 · In progress

Now: map + net

Pieniny from laser data plus first multiplayer tests on a dedicated server with several clients.

Phase 2 · Next

Next

Design and exploration on the terrain foundation — without exposing internal technology.

Phase 3 · Planned

Later — no hype

We focus on solid world and basic co-op. The rest arrives when it is ready.

Phase 4 · Vision

Long-term vision

The goal is a persistent open-world MMORPG — without player-count slogans or release dates.

At a glance

Key facts

GenreMedieval open-world MMORPG
EngineUnreal Engine 5 · C++
ArchitectureServer-authoritative · open world
PlayersMultiplayer tests in progress · ~264 km² map (Pieniny)
MonetizationNo pay-to-win — pricing not announced
PlatformPC (Windows) · others TBD
StatusActive development · pre-alpha
StudioArxVast Studio

Stand at the first gate

Read the workshop notes. Join Discord. Test early builds of {game} while the stone is still warm.

Sister site

ArxVast Studio — the makers

AltHold Online is built by independent studio ArxVast Studio. On arxvast.com you will find the team, press kit and a short bridge to the official game site.