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

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.
Official game mark · ArxVast Studio
When we have real footage from the Pieniny shard, it lands here — not stock fantasy.
Players first. Every system we ship should serve a persistent world that respects your time — not a marketing calendar.
The server owns the truth. Combat, stats and the economy are validated server-side — fair play by design, not by promise.
A seamless open world — not instanced lobbies. Your choices are meant to persist on the shard you share.
Progress is earned in the world. We will not sell power — cosmetics and access only.
Devlogs, honest roadmap and community feedback shape the game while it is still taking form.
Milestones from the publication diary — no marketing promises.
{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.

Facts from the publication diary — no hype about guilds, water combat, or a launch date.
We test co-op on a dedicated server — several players in the same world. A milestone, not a promise of public servers.
~16×16 km map from GUGiK surveys.
Female character, 7 hairstyles — male look in preparation.
Craft UI, build preview, tool repair, bandage.
Forest → fight → loot → progress.
Server day/night cycle plus clear, cloudy, fog and storm — shared by all players. No AAA precipitation promises yet.
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.
Foundation for a calm hour for two.
The character stays, there is nearby chat, there are simple PvP rules.
StatusWe would rather say plainly what is not there yet.
Internal dedicated server only — for now.
On the lake you stand and look.
Long-term vision — not shipped today.
No marketing calendar.
We build in stages and show only what works. No invented release dates.
Pieniny from laser data plus first multiplayer tests on a dedicated server with several clients.
Design and exploration on the terrain foundation — without exposing internal technology.
We focus on solid world and basic co-op. The rest arrives when it is ready.
The goal is a persistent open-world MMORPG — without player-count slogans or release dates.
| Genre | Medieval open-world MMORPG |
|---|---|
| Engine | Unreal Engine 5 · C++ |
| Architecture | Server-authoritative · open world |
| Players | Multiplayer tests in progress · ~264 km² map (Pieniny) |
| Monetization | No pay-to-win — pricing not announced |
| Platform | PC (Windows) · others TBD |
| Status | Active development · pre-alpha |
| Studio | ArxVast Studio |
Real ~264 km² terrain and first co-op tests on a dedicated server — only what actually works.
A recipe list, building with a preview, tool repair, a bandage.
The character stays, there is nearby chat, there are simple PvP rules. Goal: a calm hour for two — no date on a calendar.

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