What brought our team together to develop this MMO? Find out below!

I've been playing video games for as long as I can remember. Growing up with the NES, SNES, and Gameboy, I developed a strong appreciation for pixel art. It's been my dream to make video games ever since the year 2000. More specifically, it's been my dream to make a 2D isometric MMORPG since 2004. At the time, I didn't know the first thing about developing a game, but I went ahead and started making some graphics, anyway. In 2005, I discovered an MMO called Endless Online, which I felt was pretty much the next best thing, so I scrapped my poorly drawn graphics and plans. Endless was terribly flawed, but it truly was an irreplaceable experience.

One of my favourite parts was how easy it was to talk to other players. For years, EO had no stats at all, making level ups completely meaningless. It was also fairly easy to get any piece of equipment in the game. That being the case, there was basically no reason for anyone to grind level ups or farm materials. Players had freedom to interact with each other and make the game what they wanted it to be, at least to some capacity. With this opportunity established, players could always be seen hanging out for a chat, occasionally going on adventures or killing monsters at their own pace. Of course, we intend for Re:Spite to have actual game content, but we also intend to ensure this type of social aspect remains strong. I want players to be able to focus on having fun and interacting with each other, not just mindlessly grinding or farming for rare items.

Playing a game so heavily focused on socializing, I built many lifetime friendships and also met the woman of my dreams. With everyone I encountered in the game, I was able to easily express myself with my appearance, manner of speech, personality, and views. I was able to get to know people on a very personal level; the way they portrayed themselves in the game usually turned out to be a very accurate reflection of what they were like in real life. For years, there just hasn't been anything quite like it. My life was changed in such positive ways that I feel this same type of experience should be available to everyone. EO's time has passed, though. It's time to start fresh with more detailed graphics, higher quality artwork, actual gameplay, an engaging story, and an active playerbase.

Hi. My name is Abi. If you didn't know, I am in charge of programming for Re:Spite. My interests are electrical engineering/reading/programming. My motivation for creating this game starts a few years back when I was still a novice programmer. I was tired of coding amateur applications which had no real world footing, so I decided to try to fulfill one of my dreams - developing an MMO. So I jumped right in - I started developing using graphics I found online until I was given the email of an artist by one of my acquaintances. I emailed this artist asking if he wanted to make an MMORPG with me, and he said yes. We ended up communicating through email for a few weeks - sending development screenshots and assets back and forth until we got into direct communication. After that, development was on and off for a few years, sometimes due to lack motivation or real life issues until I finally got it right last year in 2017. The client and server were finally stable enough and the progress after that is what's in front of you.

Another reason I'm developing this game is to recreate the magic I felt all those years ago when I played a little game called Endless Online. I was pretty young when the game reached its height, but I still remember the feeling of excitement every time I logged on. There wasn't any stress to complete a bunch of quests or level up, I could essentially just login and screw around at the guild house or in the town square with friends. Although I've forgotten my original account name and even the names of the people I met during my time playing, how I felt during those days will never be forgotten. Occasionally when I'm walking around a map testing a new feature I added, I always feel nostalgic of those fun times which ends up motivating me even more to develop. Danno and I are hoping to create a place where people can make friends, find love, challenge themselves, and be whoever they want. That's what an MMORPG should be, and what our MMORPG will be. Thanks for reading.