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Defeat The EvilOnline
Game status

Where the game stands

In development, with no open test and no date yet. Here is what already runs, what is being built, and straight answers to the questions we hear the most.

Status

In development — not playable yet

The game runs on its own engine, written from scratch in C++ with Vulkan. The server decides everything — damage, health, items, movement — and the client only asks. The world, the monsters and the systems below already work inside it; what is missing is content, art and testing with outside players.

Already works

  • A world about 130 km in radius, in ten rings, with ridges, lakes, rivers born from rain, and forests
  • The sky and the light on real Brasília time, with the moon in its real phase — and night shortens your sight
  • Fog of war: whoever is outside your sight disappears from the screen, and what you cannot see you cannot target
  • The three classes, with skills that improve through use
  • The creatures of the plains, each with its own way of attacking and of warning you
  • The four bosses, in the fortresses at the edge of the map
  • Crafting: making, refining, salvaging and minting coins, with item quality coming from practice
  • The 72 mines of the map, and evil colonizing them at the same costs players pay
  • Death that takes your backpack, dropped in a sack that stays on the ground until someone picks it up

Being built

  • The wildlife of rings 2 to 10 — far from the Crystal there are still monsters with placeholder bodies
  • Art for the regions past the forest: desert, ice, storm and the rest
  • Their own numbers and art for the class specializations
  • Proper troops for the army of evil

Later

  • The open test — announced in advance, here in the devlog and on the forum
  • Evil characters that play like people
  • Creatures of the night
FAQ

What people ask us the most

Can I play it yet?

Not yet. The game runs here in-house, but there is no open test. When there is one, it will be announced first in the devlog and on the forum.

When does it come out?

No date. We would rather not promise a date we do not know we can keep. To hear first, follow the devlog (it has RSS) or the forum.

Read the devlog →
Will it cost money? Is it pay-to-win?

How the game will pay for itself is not decided yet. What is already a rule: no item comes from a game store — every piece of gear is made by a player — so there is no shop window of power to sell. And donating on this site buys nothing inside the game.

Do I lose my items when I die?

You lose your backpack. What you are wearing stays with you, and your wallet loses 20% of its coins. The rest drops in a sack where you fell, and anyone can pick it up — including you, if you get back first. The Merchant has a skill that protects up to five backpack slots.

Is there PvP?

Open PvP, anywhere — except in the first ring around the Crystal, which it protects. Killing another player gives no experience.

Can we lose the game?

Yes. If evil brings down the Crystal, the world truly ends: characters and buildings are erased, and everyone starts over from scratch. But the fall is the end of a long process that you can see coming and can stop — never a dice roll.

Read the story →
What are the classes?

Three: Adventurer, Mage and Merchant. None of them is enough on its own, and each one later evolves into a specialization.

See the classes →
Are there NPCs selling gear? Ready-made towns?

No. The world only gives raw materials and danger: every item is made by a player, and every town is raised by a guild. The only built thing that exists before you arrive is the Arrival Board, next to the Crystal, where anyone can ask for and offer work.

What computer will it run on?

Windows PCs, for now. The engine renders with Vulkan.

How can I help?

Send ideas and bug reports on the forum, tell friends who like MMOs and, if you can, support development. All of it counts.

Go to the forum →

Did not find your question? Ask on the forum — the good ones become answers here.