In-Development Indie MMORPGs
There are probably hundreds of indie MMORPGs in development just in the US, with small teams - and often one-man studios - trying to develop massive worlds that will be home of a multitude of players. Here I selected 10 of the most popular MMORPGs in development, but if I missed some, please let me know. The average development timeframe of the following games is about 8 1/2 years (yes, that's crazy long), with a few 10-11 years.
Gloria Victis [BETA]
Setting: Medieval Realistic || Focus: PvP || Budget: ~$5M* || Engine: Unity 5
Skill-based combat mechanics à la Mount and Blade Class-less system with diversified equipment Open world housing, territory control and sieges Complex crafting system: leatherworking, armoursmithing, weapon forging
VIDEO
Pantheon: Rise of the Fallen [PRE-ALPHA]
Setting: Medieval Fantasy || Focus: PvE || Budget: $? || Engine: Unity 5
Spiritual successor to EverQuest Deeply social: dungeons require teamwork and group strategy Thrilling climbing system Perception system: the world reveals its secrets through the environment
VIDEO
Dual Universe [BETA]
Setting: Science-Fiction || Focus: PvP || Budget: ~$25M* || Engine: Unigine 2
Single shard persistent universe shared by all the players Voxel-based universe: player-made cities, stations and warships Space warfare: pirate ships, coordinated attacks, skirmishes Player-controlled global economy: mine, craft, build, optimize, barter and trade
VIDEO
Ashes of Creation [ALPHA]
Setting: Medieval Fantasy || Focus: PvP/PvE || Budget: ~$30M* || Engine: Unreal 4
Nodes system: player participation influences the type of content in the surrounding areas Open world housing: players have the ability to survey and develop land anywhere in the world Castle sieges with hundreds of players with many moving parts Harsh, unforgiving and stunning environment
VIDEO
Crowfall [BETA]
Setting: Medieval Fantasy || Focus: PvP || Budget: $38M || Engine: Unity 5
Spiritual successor to Shadowbane Player-created worlds with parcels of terrain and pre-fab building pieces GvG/RvR time-limited campaigns that guilds or factions can win Deep crafting system inspired by Star Wars: Galaxies
VIDEO
Camelot Unchained [BETA]
Setting: Medieval Fantasy || Focus: RvR || Budget: ~$20M* || Engine: Unchained
Spiritual successor to Dark Age of Camelot Large-scale RvR battles and sieges with hundreds of players Open world with islands that players can move to strategically reshape the world Block-by-block construction with server-side stability and destruction
VIDEO
Saga of Lucimia [ALPHA]
Setting: Medieval Fantasy || Focus: PvE || Budget: $? || Engine: Unity 5
Sandbox environment: no quests and no minimap Tabletop gaming: all about team-based gameplay and friendship Progression system based on skill selection rather than generic classes Inspiring lore, myths and legends
VIDEO
Star Citizen [ALPHA]
Setting: Science-Fiction || Focus: PvE/PvP || Budget: $348M || Engine: Lumberyard
Spiritual successor to Freelancer Procedurally generated and handcrafted stunning worlds Open world PvP with high speed dog fights with multi-crew ships or intense FPS warfare Exploration: hidden outpost, abandoned ships and beautiful sunsets
VIDEO
The Repopulation [ALPHA]
Setting: Science-Fiction || Focus: PvE/PvP || Budget: +$2M || Engine: Hero Engine
Spiritual successor to Star Wars: Galaxies Be a hero, villain, thief, diplomat, home builder, tamer, crafter or entertainer Housing options: instanced housing, persistent world housing and player city housing Mission system: complex multi-stage missions tailored specifically for a character
VIDEO
Project Gorgon [BETA]
Setting: Medieval Fantasy || Focus: PvE || Budget: +$1M || Engine: Unity 5
Exploration: many hidden secrets awaiting discovery Ambitious skill-based leveling system allowing the player to combine skills Old-school MMO with innovative ideas, such as morphing into animals 16 combat skills, 71 trade skills, 11 beasts skills
VIDEO
Crosspost *Personal estimate, probably inaccurate
Feel free to suggest improvements to this post!