Above the desecrated throne of Gremland, the sky broke open. Ten tails of brilliant radiance tore down from the heavens, shattering the partitions between the primordial fields. Bodies and spirits collapsing into one. Power waits for those willing to seize it. Until then, the lands remain without clarity, without reason, without mercy. These are the..…

The Lands Without

A 2D isometric dark fantasy MMORPG

The World

The Lands Without is a classic isometric MMORPG of deep forests, old ruins, and open war. Your journey begins in Oakvale, a frontier where weird monsters roam, bosses hold their ground, and the treasure is worth the danger.

Combat is fast-paced from the start. A single even fight will test you. Multiple enemies can be fatal. Survive, and you recover in seconds, ready to push deeper.

Time passes whether you are ready or not. The world runs on a full day and night cycle, and some hunts only begin at dusk.

  • Dungeons. Instanced depths beneath the open world, each with its own dangers and its own rewards.
  • World bosses. Named horrors like the Great White Stag and the corrupted maiden, Wendi of house Go rule the deep woods and drop the best gear in the region.
  • Guilds. Band together, trade, duel, and take your banner to war.
Isometric view of Oakvale Village in daylight, with villagers gathered around a central campfire where several dirt roads meet
Midday in Oakvale Village. Roads from every corner of the region meet at the central fire.
Oakvale Village at night, lit only by the campfire, with the quest tracker showing The Strange Road beneath the minimap
The same square at 9:14 PM. The tracked quest sits under the minimap, and the dark comes all the way up to the buildings.

Three Paths of Power

Every character grows along a chosen path, each with its own skill tree, capstone, and way of ending a fight.

Bulwark Conflagration emblem

Bulwark Conflagration

The burning wall

Highest defense in the game, and the fire never stops. Spread ignite across a whole pack, hold the line, then detonate every burn at once with Conflagrate.

Resonant Wraith emblem

Resonant Wraith

The detonation

Seed the field with resonant orbs, then set them all off in a single burst that tears open a Void Rift. The hardest-hitting area damage of any path.

Strider Shade emblem

Strider Shade

The executioner

Stack Rend on a single target, bleed it white, and finish with Killshot. Nothing kills one thing faster than a Shade who has done the setup.

The Action RPG Core

Strip away the open world and the war, and The Lands Without is a proper action RPG underneath with meaningful stats, and variable item rolls.

A Character Sheet With Depth

Every character is built on four attributes, Strength, Dexterity, Intelligence, and Vitality, feeding a full sheet of combat stats: health, mana, minimum and maximum damage, attack speed, critical chance, critical damage, armor, and block.

Resistances are deep. Fire, cold, lightning, and void sit alongside physical mitigation split into slashing, crushing, and piercing. It is impossible to mitigate everything, so choose wisely!

Skills rank up along your chosen path, and their tooltips show exact numbers.

The character sheet of a level 1 Strider, showing attributes, combat stats, defensive stats, and skill tooltips for Swift Strikes, Flurry, Relentless Tempo, and Blade Storm
A level 1 Strider's sheet. Attributes on top, combat and defensive stats below.
The inventory grid with a tooltip for a common Longbow showing bow, piercing, 5 to 14 damage, and plus 7 attack range
The inventory grid, with a tooltip for a common Longbow: bow, piercing, 5 to 14 damage, plus 7 attack range.

An Inventory Worth Sorting

The bag is a 40 slot grid. Equipment lives in eight slots: head, chest, main hand, off hand, gloves, boots, and two rings. Materials stack to 999, and scrip, the currency of TLW, takes no space at all.

Every tooltip leads with the item's rarity color, its damage type, and its rolls.

War for the Land

Beyond the wilds, armies fight for territory. Castles anchor the map: hold one and you hold the land around it, and the vendors inside it.

The first war is already burning. At Thornfell Outpost in northern Oakvale, the Order of the Sunken Flame lays siege to the Cervine Host, stag-horned soldiers holding the walls against the inquisitors sent to burn them out. Banner officers from both sides recruit before every battle. Sign with Legate or Captain Veyric, and fight for pay.

Every siege has a twelve minute muster while both armies stage at their rally banners, players choose their side, followed by a twenty minute assault. Attackers have to bring down the main gate, or try for one of the vulnerable sections of wall. Then push through and hold the capture ring for sixty uncontested seconds. Defenders win by keeping them off it until the clock runs out. When the battle resolves, if the attackers stand victorious, the castle changes hands.

  • Requisition. Fighting earns a siege currency you spend mid-battle. Attackers field battering rams, breaching charges that blow temporary holes in the wall, and waves of hired mercenaries. Defenders answer with boiling oil, gate repair crews, and sallies out the postern doors.
  • Grand battles. Footmen, skirmishers, champions, and veterans reinforce both sides every twenty seconds while wall archers hold the towers. Players are the ones who tip the balance.
  • Keeping Score. Kills, enemy players, gate damage, and time on the objective all earn score, and the winning side collects double pay. Victors also claim the shrine's blessing, and gain access to special vendors.
A Bulwark approaching the walls of Thornfell Outpost, with the siege banner showing Order of the Sunken Flame versus Cervine Host and gate health
The road to Thornfell's gate. The outpost banner at lower right tracks the matchup, the countdown, and gate health.
Both armies clashing at the main gate of Thornfell while a Wall Archer's health bar shows at the top of the screen
The assault. Both armies collide at the gate while wall archers fire from the towers.
A Bulwark fighting a Wall Archer on the ramparts of Thornfell during the siege
Fighting along the ramparts. Clearing the archer posts opens the walls for the push inside.
The throne room inside Thornfell's keep, lit by braziers within the castle walls
Thornfell's throne room. Take the castle, and its halls are yours until the next siege.

Loot Worth Finding

Gear in The Lands Without is not a treadmill. Base items stay viable from the first hour to the last. A short sword found at level one, rolled with the right affixes or reforged at the smith, can still compete at the end of the road.

Power comes from what rolls on top. Quality prefixes set the ceiling, themed suffixes decide the character of the item, and uniques carry fixed identities with mechanics all their own.

  • Discrete rarity. Drops run from common through uncommon, rare, epic, and legendary, with red-lettered uniques and one of a kind artifacts beyond them. Every monster rolls from its own loot table, so you learn what hunts what.
  • Quality prefixes. Fine, Superior, Exceptional, and Masterwork raise a base item's stats by up to 40 percent. Masterwork shows up on roughly two drops in a hundred.
  • Themed suffixes. More than twenty suffixes shape an item's character. "Of Might" rolls flat Strength, "of Flame Ward" rolls fire resistance, and proc suffixes like "of Embers" give your hits a chance to set the target burning.
  • Uniques are well.. unique. The Cervine Sword speeds you up while you retreat from the nearest enemy. The Ice Bow saddles targets with frostbite. Dynamo stores your basic attacks as charge and unleashes them all through your next skill.
Common short sword Short Sword. Common. Sword, slashing. 3 to 8 damage.
Common
Uncommon kite shield
Uncommon
Rare thorn bow
Rare
Dynamo, a unique wand Dynamo. Unique wand, arcane. 7 to 14 damage, plus 8 attack range, plus 3 intelligence. Basic attacks store their damage as Dynamo Charge; your next skill unleashes the stored charge on its primary target. Requires level 6.
Stella's Resolve, a unique ring Stella's Resolve. Unique ring. Plus 3 vitality. Impairment durations are reduced up to 50 percent based on missing health. Requires level 5.
Unique

Hover an item to inspect its stats.

Forge and Field

What the world does not drop, you can make. Gather materials, smith them into gear whose stat ranges sharpen as your skill grows, and craft tradeable enchant scrolls that push good items into great ones.

  • Four professions. Smithing, enchanting, gathering, and hunting all level through use and unlock their own passive perks.
  • Smithing. Dozens of recipes spanning twenty levels of skill, and every craft rolls its stats fresh. Three iron ore and a length of rough timber make a short sword. A zweihander requires rare ore and beast fang. A good roll is worth the second trip to the forge.
  • Enchanting. Nine scroll types, from Sharpening and Precision through Venom, Warding, Swiftness, and Nullward. Scrolls are consumable, tradeable, and stack real stats onto finished gear.
  • Sockets. Crafted gear can roll one or two sockets for gems, and higher level recipes roll them more often, up to about one craft in three.
  • The right tool. A pickaxe for ore, a sickle for herbs, a forester's axe for timber. Gathering feeds the forge, and the rest comes from the things you kill: hides, antler, spider silk, venom sacs.
  • Hunting contracts. Rotating contract boards pay out for the monsters you were going to fight anyway, and hunting passives let you tilt drops toward the loot your build actually wants.
  • A living economy. Gorn runs the forge in Oakvale and Klaus keeps the consumables, while the Thornfell Quartermaster sells only to whoever holds the castle. Scrip is the coin of the land. Hunter's Marks buy the rare stock.

Follow the Journey

The Lands Without is being built in the open. Development updates, playtest announcements, and first looks at new regions will be posted here and in the community.

Community links are being set up and will go live shortly.