When will Mordalon be released?

We are actively working to release the game as soon as possible. Since we are only two people working on the game, mainly in our spare time, it is difficult to give an exact release date. But to give you an idea of where we are at, here’s what we got so far, and our release roadmap:

What we’ve got so far

3 combat classes (Warrior, Sorcerer, Archer)

10+ skills (Including Agility, Alchemy, Bounty Hunter, Conjuring, Crafting, Fletching, Mining, Sailing, Smithing, Treasure Hunter)

20+ story driven quests with their own unique rewards

4+ raids with unique bosses and rewards

10+ bosses to kill in the world (Including Key skeleton, Occult skeleton, Moma hedgehog, Minotaur, Spirit, Tubby, Witch, Mad scientist, Rooster, Strange Ooze)

300+ unique npcs, half of them fightable with their own drop tables

35+ unique combat abilities progressively unlocked from levelling, quests and monster drops

21+ potions in 7 categories for combat and utility

150+ tasks & achievements to track your progress and guide your journey

10+ pets

Hiscores – to track your progression against friends and other players

What we’re working on

Before alpha release (we are here)

During our internal playtesting, we always find bugs and small errors to fix. We will of course make sure to squash any bugs we find before alpha release.

Drop tables. We have added a few enemies that don’t have their drop tables yet, they need to be finished.

Map building. While we have completed the main areas of the game (for now, we expect the map to grow after release), there are some changes that need to be made.

Interface scaling. The interface needs to work on a variety of screens, everything needs to be readable and accessable on the most common screen sizes.

Item / ability descriptions. We need to make sure it is clear what all items are used for, and how abilities work.

Currencies. Currently, there are multiple currencies in the game. From the beginning, all currencies were originally items, like a sword or a log. Now, coins are a currency, which has its own place in the interface and doesn’t take up an inventory slot. The same thing needs to be done to our other currencies.

Skill interfaces. Each skill will have an interface you can open to get necessary information. Like a list of items to craft, or a list of monsters to slay, and their level requirements. We currently have such interfaces for all skills except two; treasure hunter and agility.

Abilities. Each combat class has their own set of abilities. We started with the warrior class, and we think it’s in a good spot. But the later added archery and sorcery classes still need a few more abilities.

Performance / stability. During development we’ve been focused on content rather than performance. This means that some features, while they work, may be inefficient. At scale with more players, it is important to not waste bandwidth, cpu and memory resources.

Alpha release

The goal for the alpha release is to make sure the new player experience is frictionless. Here we will invite a small number of players (our Patreon champions) to help us test the registration process, the tutorial, and the early game experience. While we of course test everything ourselves before we push an update, bugs will slip through. More players will help us find and squash bugs faster.

In this phase we will also take feedback from players. Is anything unclear? Boring? Confusing? Too easy? Too hard?

Do you want to support our work, get behind the scenes updates and access to the alpha release? Become a Patreon champion.

Before beta release

In this stage, we will fix any bugs found in the alpha release. We will also be considering feedback from the alpha, and making changes where necessary.

It is difficult to anticipate the issues we will encounter during the alpha release. But from experience with internal testing, we are sure there will be things needing fixing.

Beta release

For the beta release we want the game to be stable and bug-free enough that we can expect most players to have a hassle-free experience throughout the game. We still expect niche bugs to be found, and we may need to make significant balancing changes. We will be prioritising our Patreon heroes to play the Beta, and if we need more players, we will open up registrations further.

Want to support our work, get behind the scenes updates and access to the beta release? Become a Patreon Hero.

Before official release

This is the time for final polish. A game like this will never be “finished”, since we’re planning on adding content for as long as we can. But here’s where we go through all feedback from the beta, fix any remaining bugs, and make sure everything is ready.

At this point, we will open the game to all of our Patreon supporters. Help us get to release by supporting our work by becoming a Patreon supporter, and get access to the supporter Discord channel.

Official release

The day we’ve been waiting for! We’ll likely make a complete reset here, so that everyone starts on a level playing field. Invite your family, friends and enemies to play the game, and race to the top of the hiscores. After this, we’re aiming to provide weekly updates with new quests, raids, bosses, monsters, skills and more!