Update 51: Dec 2025-Feb 2026
Hello!
Apologies for another 3 month wait, but we closed out the year and immediately rolled into 2026 with a focus on getting into Beta!
As part of wrapping up our year, we’ve updated our project’s Development Costs page.
So far, we’ve spent $142,000 in total since we started in 2020. Click the link to see more details.
We’re also updating our Roadmaps as part of moving into Beta:
Beta Requirements Roadmap (will continue to be updated during Beta)
Speaking of BETA, we cover a lot of details in the next section. And we discuss the Server Interest Poll right after that.
Please take a look at both topics and hit us up on Discord or one of our livestreams if you have questions.
BETA
As we stated in the Beta & Early Access Update in December, our target for Beta is March 1st.
During Beta, the plan is to spend 3 months testing. We’ll then go into Early Access in June of this year (2026).
During Beta, you’ll have a chance to gain access to Closed Testing with a friend. Please read the Beta & Early Access Update for details on how to ‘opt-in’ for a chance at getting selected for Closed Beta access.
At the time the previous update was posted, 4015 people had opted in. As of this writing, we’re at 11,023.
Starting at the beginning of Beta, our plan is to let in 200 people per week via our lottery system.
Each winner will receive a ‘guest invite’ which will let them bring a friend.
To be a part of the lottery each week, just opt-in, per the instructions found here. If you are selected, you’ll receive an email at your opt-in email address notifying you.
This lottery will run for 10 (ten) weeks and ensures that around 4,000 additional people can participate in Closed Beta. This is roughly 30% of the total opt-in pool.
Closed Beta will consist of a Fresh Start PvE and PvP Server.
We will run at least 2 Beta Open Playtests before Early Access. These will take place on Fresh Start servers.
We may bring back the Alpha Server (and characters) at some point in the future if we determine that it’s useful for testing certain content.
People who are in Closed Alpha will be automatically transitioned into Closed Beta.
There are 2,000 Alpha Testers, so please standby on a decision about additional friend invites. We’ll determine it based on participation in the coming weeks, but we’ve heard your requests.
We will maintain at least a subset of the legacy Closed Alpha feedback channels in Discord for Alpha Testers, but Beta invitees will be using the general Discord channels for feedback, etc.
Everyone can stream Closed Beta, make content, etc.
If you were in Closed Alpha, please refrain from spoiling/sharing information about high level content that’s not been seen yet in Beta. When in doubt, ask.
Please don’t sell your Closed Beta invites.
There is no boxing in Closed Beta. Please find other humans and group with them.
We will now begin cracking down on Botting, Automation, and similar behavior.
Our Play Nice Policies will be in effect.
We’ll provide warnings, but we can remove you from Beta if you fail to follow our directions for anything mentioned above.
GM support will be limited during Beta, but we’ll be around to assist as we can. Fortunately our logging doesn’t sleep.
Server Interest Poll
We have a couple of updates related to the Server Interest Poll.
The first is that we’re expanding the server options available for this poll. This is not the last time we’ll update the server options, so please keep an eye out for more updates.
This update includes:
US West PvE 1 - No Boxing (formerly US PvE 1)
US West PvE 2 - No Boxing (formerly US PvE 2)
US PvE 3 - Boxing (no change)
US PvP 1 - No Boxing (no change)
US East PvE 1 - No Boxing (new option)
US PvE RP 1 - No Boxing (new option)
OCE PvE 1 - No Boxing (new option)
EU PvE 1 - No Boxing (newish option)
This is not a scientific poll. We’re simply trying to get a feel for how people are distributing themselves based on the available options. Ideally, we’ll provide you with the tools to organize your guilds and friend groups prior to launch.
These options will change as we go. Regions will be more clearly defined as we go.
We may remove some options, add others, consolidate options, etc. And we’ll eventually give them real names.
When we enter Early Access, we will provide a guide showing our Server Clusters, so you can see how we’ll either expand or collapse the servers over time based on population.
It’s possible that we don’t have enough interest in some server types to warrant going live with them. This poll is your opportunity to give us data on that front.
EU and OCE (Oceania) folks - let’s see what you can do.
OKAY, WHY BOTHER?
The participation in this poll has been good so far despite how little we’ve promoted it. But we’ve also been discussing ways to possibly incentivize engagement with this system.
The poll is linked to your account as part of a system, so by picking a ‘home’ (or primary) server it not only helps us judge demand, it can also allow us to provide benefits such as better placement in the queue during heavy traffic periods, name reservation (as servers are finalized), or similar benefits (tbd).
We will provide more information on this, timing, server options, etc… during Beta, but we’d appreciate it if you get familiar with the system and pick a server now.
(Keep in mind, if we allow for name reservation, we’ll still be looking for instances of people attempting to snipe existing community members’ names)
Hit us up in Discord or the livestreams with questions and feedback.
Character Art & Concepts
Implemented new Zombie Model(s)
Built out several helm models for all races
Reworked all hair and beard options for Humans
Touched up some skin player textures
New Wyrmsbane Dragon Crusader armor completed
Added a neat animation to the orb focus items
Concepts:
Hair Styles and Beards
Troll touch-ups in preparation for Module 2
Cave Trolls
Various others
Animations
Updated Skeleton and Ghoul Animations
Donkey rigged and animated
Rat jump animations
Bear Animated
Wood Elves:
Herbalism & Farming animation added
Deep Gnomes:
Basic combat idles & attacks
Throwing and ranged attacks
Casting animated
Dodging, kicking, blocking & bashing
Crouching animations
Basic swimming
Crafting&Gathering animations
Basic emotes
Death animation
Environment Art
Ail'Vorith (Deep Elf City - Module 1) zone progress
Evershade Weald work continued
Blacktide Bay started
Fallen Watch continued
Tel Ekir themed props added
Grain Cellar texture work
Grimtide Sanctum textures and props
Created new mining nodes
Night Harbor prop additions
Audio & Music
Shadows of Aethoril Part 2” music for Shallow Shoals
Added Spectre and Bear sounds
Added Ghost sounds for Human Male Ghosts and Spirit Wolf
Added player race sounds for Human Female, Dwarf Female, Dwarf Male, Ogre Male, Wood Elf Male
Added new UI sound for failed transactions
Added a Whistle + “Ts-ts-ts” pet call sound
Many UI sounds that were previously mono are now stereo
Stingers (Quest Complete, Level Up) are more consistently impactful relative to player mixer settings
Long scribe sound now plays for spell scribing, and the short scribe sound now plays when changing the spell scribe location in your spellbook
Coin sound plays for players receiving autosplit coin loot
Tighter syncing between sounds and animations
Increased combat sound distance so ranged classes can hear the action
Multi-target sounds have their volume scaled down relative to the number of instances
Creature sounds now correlate to model size: larger creatures are deeper and louder, smaller creatures are higher and softer
Thunder from lightning strikes is now delayed based on the distance of the lightning from the player
Distant rolling thunder now has slow positional movement to sound more immersive
Fix for coin sound playing on non-coin trades or for non-coin-reward quest completion
Fix for Item Move sound effect playing for disallowed inventory item moves
Fix Skeleton Idle sound playing after no longer being in skeletal form
Fix for hit sounds playing on dodges and parries
Fix for not hearing water footsteps from other players walking in shallow water
Fix for Container Opening sound effect playing for nearby players when a player opens certain crafting stations
First pass on optimizations
UI
Reworked the Stable UI
Update Pet Window to accommodate combat, swarm, and mount pets simultaneously
Restyle bank view to square up shared bank slots
Added on-hover / on-alt cooldown timers to the Buff Bar
Add styled scrollbars to merchant view
Abilities on the HotBar will now show their cooldown and background color.
Design & Tech
We’re going to try something new this time. If it works, we’ll continue this moving forward.
The Design & Tech update lists have been growing massive. Especially if we’re covering 3 months.
Typically, we’ve been grabbing the Patch Notes that are posted to Closed Alpha and compiling them for updates.
Moving forward, we’ll be posting them to the Patch Notes section of our Community Hub.
Here’s an image of where to find them, if you’re not familiar with the Community Hub.
We’ll work on getting some of the older patch notes updated there as well.
In Closing
I’m going to keep this pretty short, as there’s still a bit to do before we open the doors for Beta in a few days.
Thanks everyone for reading this far, and for being a part of the journey with us. Beta is a big milestone for us. Especially in an industry in which many projects never make it this far.
Hopefully, our sincere appreciation for your support, kind words, incredible videos, and patience comes through in our communications.
One of the most heartwarming aspects of our tests and your feedback is seeing/hearing about how many of you have brought your family and friends in to play MnM with you. It’s huge.
So… as always, if you’re a fan of the project and want to support us, the best thing you can do right now is get the word out (it’s been massive for us so far):