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
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
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
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
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
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
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
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
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
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
Crosspost *Personal estimate, probably inaccurate
Feel free to suggest improvements to this post!