A surprising number of people have been asking us the same questions. Please read our FAQ to see if it answers yours!
The word is defined as a moment of rest from something difficult. A fitting name since we expect players will spend a lot of time socializing when they're not in combat.
How do I attack? Where are the monsters?
There is no combat system at the moment, but we're working on it! We expect to have some very basic combat by July 2018, most likely.
Is this an Endless Online private server?
Our work is entirely original. The coding and assets for our game are made from scratch. We used to play Endless Online and have fond memories from it; however, our goal is not to make a clone of EO. We fancy ourselves as a spiritual successor of sorts. We aim to inherit the concepts that made Endless Online (and The Forbidden Gates) enjoyable, plus expand on it with real gameplay and a storyline.
Why didn't you make the game 3D?
To put it simply, we just like the look of 2D isometric graphics. We grew up playing old-school games. We like 3D graphics, but 2D will always have a special place in our hearts.
What will the gameplay be like?
We intend to make the game require effort to play. That is, we want to design monsters to have interesting attacks, not just have them walk up to the players and get themselves killed. Monsters and bosses won't be the only obstacles for the players. We have big plans to make the game challenging to play!
I heard big talk about the storyline. Is it that good?
One key aspect of our game will be the player's impact on the storyline. We have plans for a player-run government system, as well as options for players to live as heroes, defending the kingdom, or rebels, causing mischief for personal gain. Furthermore, there will be events where the outcome will depend on the choices and actions of the players. Every NPC in the game will have a name, personality, and backstory, which may be featured prominently in certain quests.
What kind of quests will there be?
We're going into uncharted MMO territory here - we intend to have zero quests asking you to "go collect 10 goat horns" or "go kill 30 blobs". Our quests will be carefully designed to require thought and effort to complete. Each quest will be a challenge of skill and wit with a sense of adventure. We also have plans for varying NPC dialogue options in quests, similar to games like Fallout or Skyrim, allowing players to be more engaged.
What's all this about social aspects?
In all reality, the game will likely have a low playerbase compared to more popular MMOs. There will most likely only be one server for all players around the world, meaning there's a good chance you'll encounter the same people on a regular basis. That being the case, players will be able to easily gain fame in the community if they choose to. Our plans for character customization will help ensure players are able to stand out with unique appearances. We also intend to design many aspects of the game to encourage players to interact with each other, including competitive minigames, cooperative quests, and the ever-changing game politics and storyline.
What exactly do you mean by 'character customization'?
All weapons, clothing, and armor in the game will have no stats. This will allow players to truly choose how they want to appear with no penalties. Furthermore, we have dozens of hairstyles and several colors to choose from. Hairstyles themselves will also be customizable, allowing for over 500 unique possibilities. There are currently 36 base hairstyles to choose from and 44 hair length options (e.g. ponytails, braids, long hair; note, however, that these can only be applied to certain base hairstyles). With all these options, we hope that it will be uncommon to find 2 players that look exactly alike.
How can it be an RPG if equipment doesn't give any stats?
We have a separate system planned to allow players to increase their stats. More details to be announced at a later date.
What classes will the game have?
It's too early to say exactly. We're planning our classes very carefully with the intentions of making it so each class feels specialized and unique. Skills and spells will go beyond simply having different status effects or damage values - we intend to design each skill and spell to have its own purpose and way of functioning. Somewhat similar to Final Fantasy Tactics, we also intend to allow players to 'borrow' skills from other classes as secondary skills.
What's the financial situation?
At the moment, we're paying for all costs out of our own pockets. Once the game is more established, we'll accept donations. In the future, we might also sell some items for real money. Rest assured that there won't be any game-breaking cash items, plus we intend to allow players to trade cash items with others players in-game. Money is a low priority for us, though; first and foremost, we just want to make a 2D MMO for the world to enjoy. Maintaining a balanced game is one of our top priorities.
What are the system requirements?
The game currently runs on Windows and has minimal requirements. We're unsure at the moment if it will be able to run on other operating systems, but we are taking it into consideration. More details will be announced at a later date.
Can I run the game on Mac or Linux?
Not at the moment, but it is something we're considering.
Can I join the development team?
We're not looking to add anyone to the team for the time being. In these early stages of development, it's easier to stay organized, avoid conflicts, and stay true to our vision with fewer people involved. It's also difficult to accept additional help when the game doesn't have a solid foundation - we need to establish the framework of the game first so that new content can be added through a more streamlined process.
Can I be a moderator?
We might consider appointing moderators when the community gets bigger. However, for the time being, the community is small enough that we can manage it on our own.
Can I have free gold?