Posts from ‘MMOG’ Category

Pocket Fleet

By: ithamore

On: March 4th, 2014

Do you want to shoot words, bullets, or missiles? This is socializing brought to you.

Pocket Fleet is a MMO space arena shooter with different modes of play and a growing, global community. It is the latest release from Overdose Caffeine: a Turkish group of developers focusing on mobile and browser based games.

Android, iSO, Browser.

Edit: One of the developers wanted to point out that Pocket Fleet is also on Kongregate.

Coming to Steam: Realm of the Mad God

By: Alehkhs

On: February 18th, 2012

Realm of the Mad God, the free-to-play, bullet-hell MMORPG will soon arrive on Steam.

Realm of the Mad God

Originally an entry in the TIGSource Assemblee Competition, Realm of the Mad God has continued to gain popularity for the past two years, and was announced as a Main Competition finalist for the 2012 Independent Games Festival. The game’s move to Steam, early next week, shows just how popular it has become and will introduce achievements to the game as well as a stand-alone client (though players will still be able to play in their browsers, if they so wish). The game will continue to be free to play, and it’s almost certain that the team intends to add new content throughout the foreseeable future as the player base continues to grow.

Congratulations, Wild Shadow Studios!


TIGdb: Entry for Realm of the Mad God

Realm of the Mad God

By: Derek Yu

On: June 21st, 2011

Realm of the Mad God, by Wild Shadow Studios

Realm of the Mad God began life humbly, as an entry for our TIGSource Assemblee Competition. Since then, Wild Shadow Studios and Oryx, the creator of the popular dungeon tileset the game uses, have developed it into a free-to-play, browser-based, massively multiplayer action RPG. Players seek to destroy the minions of “Oryx” for a chance to duel – together – against the Mad God himself and win some fabulous loot. If you haven’t played in a while, the latest release takes RotMG out of beta and features 13 characters classes, multi-stage bosses, item shops, pets, and more. There’s even a nice sprite editor for creating and animating pixel artwork to use in the game.

TIGdb: Entry for Realm of the Mad God

Free Love Weekend

By: Derek Yu

On: September 4th, 2010

Love by Eskil Steenberg

Eskil Steenberg is inviting you to try his unique multiplayer online game Love for free this weekend. If you were interested in it but didn’t want to take the plunge before playing, now’s your chance. The game normally costs 10 euros for 30 days of playtime.


By: Derek Yu

On: June 20th, 2010

This is Transformice, and it is so much fun! There is an English version of the game available which now has quite a few people playing in it (the original game is in French). The video should explain the basics of how Transformice works, but there’s also a help menu available during the game.


By: Derek Yu

On: March 25th, 2010


A quick announcement: Eskil Steenberg’s online multiplayer game Love was quietly released a few hours ago. In the game you cooperate with other players to build settlements and defend yourself from AI tribes who are competing with you for resources. I haven’t tried it yet, but there’s a gameplay video on the Love website where Eskil shows off some of the things you can do in the game.

Love costs 10 Euros (roughly $13.50 USD) a month to play. There’s no subscription involved – you simply pay 10 Euros every time you want to add another month. Eskil explains the reasoning behind this payment model here.

TIGdb: Entry for Love

Darkwind: War on Wheels

By: Derek Yu

On: October 7th, 2009

Darkwind: War on Wheels

Darkwind: War on Wheels is a physics-based, turn-based, squad-based vehicular combat MMORPG with a real world timescale and detailed economic simulation. And as improbable as that sounds, it’s apparently quite real. Shaun (udm on the forums) writes:

You create a gang, and the main goal is just to survive. Do whatever it takes – trade, race, banditry, fight etc. My favourite aspect of the game still has to be racing, mainly because my gang’s roots are too firmly ground into races. Think of the tabletop game Car Wars having sex with EVE Online, then doing a threesome with Autoduel and Auto Assault, and finally making out with Football Manager. You get to do trading and other miscellaneous activities which I haven’t explored yet via the web browser. When a battle takes place, you launch the in-game client, and you fight in turn-based 3D.
But let me elaborate more on my favourite part of the game, since it’s also my most familiar, and hopefully it will excite more people – the races. Races and deathraces are held on a regular hourly basis, so there’s no shortage of races to take part in. The game is turn-based. You select the degree of turning, select the optimal speed, and end turn, and the cars will move according to how the players/AI choose. Sounds boring on paper, but the physics are so well executed in-game, it’s a thrill ride. I’m even willing to say that this feels even more intense than any real-time racing game I’ve played. It’s just… addiction at its best.
I know there’s bound to be disbelief, but this game is really amazing. You have to play it to believe it, and I urge you guys to try it.

I haven’t played Darkwind yet myself, but I’d be impressed if the game lived up to even half of what it claims to be on the website! I will point out that character permadeath and persistent NPC gangs are two of the game’s features. I just thought those sounded particularly interesting.

If you’re interested, you can try the game for free for an unlimited amount of time. Buying a subscription, however ($20 for 3 months, $34 for 6 months, $58 for 12 months), enables you to buy, sell, trade, and customize cars, own facilities, and participate in subscriber-only events, among other things. And if you subscribe now, your subscription is free until October 19th.

TIGdb: Entry for Darkwind: War on Wheels

Video after the jump:

Love Open Alpha

By: Derek Yu

On: September 24th, 2009


From Eskil Steenberg’s blog:

My silence should not be mistaken for inaction, in fact the opposite is true. Today I start the first stage of the open Alpha for Love. At this stage you wont be able to log in and play but you will be able to see the engine run on your machine, giving you an idea of how well your machine will handle the game. This will let me work out any compatibility issues.

Some lovely new screenshots of Love here. (The characters kind of creep me out, though. In a Xenu sort of way.)

(Source: Jim Rossignol, via Rock, Paper, Shotgun)

Love: First Trailer

By: Derek Yu

On: October 16th, 2008


Rock, Paper, Shotgun has an exclusive trailer of Eskil Steenberg’s impressionistic MMO game Love. Lovely visuals. It’s nice to finally see the characters roaming around and… fighting with one another! In the most beautiful way, of course.

And the music, by Ian Dorsch, fits perfectly, in my opinion.

(Thoinks, Kao!)

Preview: Love

By: Derek Yu

On: July 25th, 2008


Procedurally-generated world. Procedurally-generated characters. Deformable terrain. Day/night cycles and environmental effects. Massively multiplayer and online. ONE developer.

Do I even need to mention that he’s a Swede? …I imagine that Eskil Steenberg, like hearty Obelix from the Asterix comic books, might have fallen into a cauldron of Swedish magic water when he was a kid.

But perhaps I’m being too presumptuous, seeing as the game is still in development. In any case, Love certainly looks beautiful, with computer-created graphics that look painted with a brush. And its cooperative gameplay, though vaguely outlined at this point, sounds very different from your average MMOG.

Eskil’s development blog is full of interesting musings, too, so check it out. I like his latest post, in which he defines his own independence:

Why am I making this game alone? Its a question I get over and over and sometimes ask myself. I think I could get a job at a Game developer, maybe even a big name one. Many people dream of working at Valve, id, Blizzard or Nintendo, but i don’t see what I would do there. They do fine without me, and I would rather play their games as they are, then trying to change them. Sure It would be cool to have a biz card from one of those companies, but isn’t it the people who built those companies who deserve hand them out?

…Like everyone else, I have game design documents, scripts, pilots, deigns [sic], books, and ideas lying around, but at some point you have to be asking yourself, Do I want to spend my time trying to convince the world that I have potential, or do I want to spend my time actually doing something.

(Thanks, Data!)

TIGdb: Entry for Love