The intended outdoor experience
The online design starts with a shared outdoor world. Persistent characters, resources and structures are meant to make the world matter across sessions. Protected camp and trade areas would create places to regroup, while PvP beyond them adds risk to travel and cargo.
Hosting and joining, combat authority and persistence are under development and testing. Shared interiors and dungeons require more work. This is a description of direction and progress, not a claim that a public MMO is live.
Trade makes cooperation and conflict concrete
Planned cargo contracts give crews a reason to cross the map. Shared rewards make a successful delivery worthwhile. Theft and recovery outside safe areas are part of the design, with integration into inventory and saves still in progress.
What comes before public servers
Dedicated public servers need secure accounts, anti-cheat, reliable persistence, monitoring and performance evidence from larger sessions. Those milestones are still ahead. We have no public opening date or supported player count to announce.
As testing verifies each part, this journal and the multiplayer page will be updated with the result.
Follow the online work
The multiplayer page separates current testing from public-server plans.
Read the multiplayer plan