Devlog #1 — Welcome to Defeat The Evil Online

This is the first post of the Defeat The Evil Online devlog, an isometric MMORPG made in Brazil. From now on, everything that changes in the game goes through this page.
The idea
A divine entity teleported the players into a world where evil rules. At the center of the map stands the Crystal: if it is destroyed, the world ends — and it ends for real, with everyone losing their characters and everything they built.
What makes this a game, and not an event, is that evil plays the same game you do. It mines the same mines, pays the same costs, raises colonies, takes over player mines and, once it has gathered an army, marches on the Crystal. You can win without killing: by cutting off its supply.
The game always gives you a chance. Never the victory.
What already exists
- Its own engine, written in C++ with Vulkan, built for this game.
- A world in ten rings around the Crystal — plains, forest, desert, ice, storm, undead, fire, poison, darkness and the Inferno. Rivers flow down from the mountains and end in lakes; in the desert, water comes from oases.
- Three classes: the Adventurer, who wields every weapon; the Mage, who masters every element; and the Merchant, who crafts everything and raises the buildings.
- Skills that improve through use, not through points spent on a screen.
- Brasília’s sky: the sun and moon in the game are where they are right now, and night shrinks your vision.
What comes next
The next posts will open up each system: how evil decides where to attack, how the Merchant crafts, how the fog of war works. To follow along without coming back here, subscribe to the RSS feed.
Enjoying the journey? The game is made with no shop and no ads.
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