Frequently Asked Questions

What game engine are you using?

Early in the process, we opted to use Unity as the engine. The decision was made in part due to the speed with which we could get it up and running, modify it to include our data-driven tools, and leverage the server and networking layers.

Since then, we’ve continued to work on the tools, but have rewritten the server from scratch.

What player races will there be?

We’re currently discussing the following:

Deep Dwarves - Deep Elves - Deep Gnomes - Dwarves - Gnomes - Goblins - Halflings - High Elves - Humans - Ogres - Trolls - Wood Elves

Concepts can be found on the Concept Art page.

This list is not final.

Will there be instanced areas?

Our goal is to keep the world as public and shared as possible. This means that we’ll refrain from using instancing (i.e. providing copies of the same space to different groups of players) unless we determine that no other solution provides the results we’re seeking.

We’re aware of the ramifications of this approach, including things like contested spawns, content saturation, etc.

Y’all like to camp? We like to camp.

How big is your raid size?

We’re focusing on single group content and ensuring that it maintains it’s viability as the primary form of content.

Multi-group content will exist in world events and other open-world targets of opportunity.

The goal is to allow our small team to focus on addressing the more common cases of what to do with solo and grouped players, rather than explicitly encourage a multi-group or raid based progression path as the primary form of end-game.

Why did you decide to go zone-based, rather than streaming?

Something about zones just feels right. We like that you’re clearly entering a new space, which may present a new cast of NPCs, new themes, and even new rules.

We also like the gameplay element associated with making it to the zone line with only a few hit points left.

Also, we won’t need leashes if you just train your monsters.

Who is your target audience?

Our core target audience are PC gamers who have played MMORPGs during their classic eras or have come to them more recently while searching for a greater sense of challenge and free-form exploration.

Within this group, we are targeting individuals that prefer paying for a monthly subscription, over F2P with microtransactions.

They’re looking to figure things out on their own and prefer a slower pace, which allows them time to chat and/or drink an adult beverage or two.

Gameplay is often focused on getting to and maintaining “camps” throughout the world and in dungeons. This is a bit different from crawling through dungeons, though some of that is possible.

Overall, we’re a game for folks that are looking for a sense of place, rather than a skill-based challenge.

What platforms will it be on?

We’re focused on providing the best possible experience for the PC.

There are no plans to support other platforms at this time, despite some of you allegedly having phones.

When will the game launch?

Please check the information we’ve posted in the Early Access FAQ section of the website.

What’s a “controlled space?”

One area in which instancing has historically been beneficial is in controlling the player count variable, allowing for encounters to be tuned without fear of “zerging,” out-of-party assistance, etc.

We will experiment with controlled spaces (e.g. limited entry rooms) to determine if there’s value to the approach, but even these will follow public space rules (e.g. exclusivity).

If it doesn’t work, we’ll scrap the idea.

Will I be able to solo?

If you’re industrious enough, it’s possible. Our game is focused on players and classes being dependent on each other, so we’ll be tuning the content with groups of 2 or 3-6 people in mind.

We’ll work to ensure that there are meaningful ways to spend your time as an individual during shorter sessions. Ultimately, though, the game is group-focused.

What’s the setting?

We’re building an entirely new universe (and then some) that’s rooted in very traditional, tropey, western high fantasy.

We’re putting our little twists and takes in, but overall, we want this world to be familiar and nostalgic.

It’s both serious and charming; it’s filled with mysterious ruins, familiar monsters, and the usual elves and squirrels and sh!t.

Why did we pick this audience?

Many of us first found MMORPGs based on our love of MUDs, pen & paper games, CRPGs, or just the desire to share an online fantasy world.

We believe this to be our core audience and it’s a group that continues to grow.

Within this broader addressable market is a subset of players that enjoy challenge and community in a way that differs from the offerings of more modern, convenient, “gamified” experiences.

They enjoy figuring things out on their own, exploration, and mechanics that have been left behind in newer MMOs.

How do we give you money?

We really appreciate that so many of you have offered to back the project, but our focus is in providing a demonstrably viable game first and foremost.

Once we’ve had some people in and playing with us, and are able to show you a solid proof of concept, then we’ll potentially discuss how you can best support us (beyond spreading the word).

In the scenario that we take external funding, we’d rather it go towards scaling the content of an otherwise functional game instead of just a promise or idea.

Thanks again for all of the support!

What player classes will there be?

Classes potentially included or represented, are:

Archer - Bard - Beastmaster - Cleric - Druid - Elementalist - Enchanter - Fighter - Inquisitor - Monk - Necromancer - Paladin - Ranger - Rogue - Shadow Knight - Shaman - Spellblade - Wizard

This list is not final.

How big will the world be?

We’re currently designing a large world, underworld, alternate planes of reality, heavens, and history… because these games can last a long time (and lore is fun).

But, the proof of concept will include roughly 3-5 zones in a specific area (a western coastal desert region, named Night Harbor).

Metrics derived from the Proof of Concept will drive our understanding of scope at launch and subsequent content roll-out plans.

Doesn’t this game seem a bit niche in the current day and age?

Outstanding observational skills.

It is very much a niche game.

We’re making a game that’s not meant for everyone, and in staying narrowly focused, we’re hoping that it’s a game that we can continue to bootstrap the development of ourselves.

More investment means more desire for a return on the investment, which means more need to appeal to a broader audience, which in turn means more features, dilution, hand-holding, and in our opinions—more risk.

What’s your intended business model?

Monsters & Memories will use a monthly subscription model with no microtransactions.

Instead, we’ll focus on purchasable elements that remain outside of the game world, allowing players to provide additional support to the team.

This includes nostalgic items such as cloth maps, trinkets, clothing, stickers, and other tangible goods.

In-game coolness should be earned.

Visit our Gameplay page to learn more.
If you have a question that you don’t see answered above, please come chat with us on Discord or during one of our livestreams.