The Repopulation is a Massively Multiplayer Online Role Playing Game in a science fiction setting built heavily upon social aspects, sandbox driven gameplay and in depth crafting systems. CURRENTLY IN ALPHA BUILDS.
All Reviews:
Mixed (824) - 58% of the 824 user reviews for this game are positive.
Release Date:
Dec 19, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access gives players a chance to participate in the development of the game when we are still in a state where active changes are being made regularly. It provides the players with a chance to give their feedback and for us to take that feedback into account as we continue to refine features. Early Access also includes lifetime Membership post-launch and is similar to a one time box price.

That having been said, we want to make it perfectly clear that this is an Alpha test. You will undoubtedly encounter bugs and annoyances that may affect your gameplay experience. You may crash a lot and may be stuck with technical issues for a while. Some features of the game are still being implemented or refined, some graphics, animations, sounds, and much of the interface are placeholders and slated for revision prior to launch. Some parts of the world are still a work a progress.While our support team and community actively assists players in resolving these type of issues, If you are easily frustrated by these types of things, then Early Access is probably not for you and we would recommend waiting until the game launches or hits Open Beta.”

Approximately how long will this game be in Early Access?

“It’s difficult to give firm dates when developing an MMORPG because many of the delays are reactionary. Players, through the community, will be a part of the decision on when the game moves into Beta and when it launches.”

How is the full version planned to differ from the Early Access version?

“We think it is best to talk about additions, features, and overall scope we would like to achieve, but not to make specific promises about future events (e.g. when the game will be finished, exactly what the finished state of the game would be, or that planned future additions will definitely happen).

We have a break down of existing features vs upcoming features available in the main section below. Many features are currently implemented, but a few key features are still remaining including the Hardcore Ruleset and some Sieging and Nation functionality.”

What is the current state of the Early Access version?

“The game is currently in a new Early Alpha with a new development team, Idea Fabrik Studios (IFS). Patching has been put on hold until the core of the old code has been overhauled, optimized and fixed.

There will be a complete server wipe, including player data, at release and another one is planned for when we need to check the economy, most likely midway during Beta. Other wipes between now and then are not planned, but that is subject to change if necessary.

A lot of the main functionalities are already in, the servers are up full time and GMs are already at hand helping the player base. You are able to access housing, combat, pvp, entertainment and many other variations of play.

While the world is almost all available for exploration, there are some locations which have little to no content currently. The hardcore ruleset is not yet available, and sieges are currently disabled. There are also many areas of gameplay which are not yet optimized. You will encounter bugs, crashes, and many models do not yet have LOD (Level of Detail) which negatively affects performance. Some graphics or sounds are also placeholders. For example, you will notice that your ability icons are currently split between placeholders and the final versions. This will continue to improve throughout the course of testing.

A lot of the main functionality is already in, the servers are up full time and GM’s are already at hand helping the player base. You are able to access housing, combat, pvp, entertainment and many other variations of play.”

Will the game be priced differently during and after Early Access?

“The business model has not been finalized yet, but there will be no "pay-to-win" (P2W) cash shop; there is more about this at the bottom of the page.

There will be at least three different one time membership options at launch: Silver, Gold, and Platinum. We are currently only offering Silver memberships in Early Access; in the future we will also be opening up Gold and Platinum memberships again. They are currently unavailable as we want to get a lot of our primary fixes in and improve the stability of the game beforehand.

You will also be able to upgrade from Silver to the other membership options at any time once the membership upgrades are opened up again.

Some of the extra perks that are included as part of the Early Access packages will not be available for purchase after release.”

How are you planning on involving the Community in your development process?

“Currently we communicate with the community primarily through both, the game site forums and the Steam forums as well as Discord. We have GMs already on staff assisting new players even at this stage of development and we plan to further expand our community in the future. At this point in development we are taking feedback, but primarily working on fixing up a lot of the issues within the game to improve performance and stability. When we are past these stages you will see a lot more of the feedback coming in to play, along with more in-depth system analysis.”
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Recent updates View all (31)

January 22

2018 New Year update and Roadmap

Welcome to 2018! First off, we would like to thank all of you - the players! Your feedback, testing, suggestions and ideas have been incredibly valuable to us in bringing life to the world of Rhyldan. We look forward to your continuous participation and enthusiasm throughout the year of 2018!

We are excited to present our first update of the year, which also includes an updated roadmap. Here, we will explain some of what we have been doing and what to expect during the year. You can discuss this topic here on our forums.

A new survey about combat will be released in the next few days. This survey is to get a good idea of players old and new, their thoughts and general take on games in general and in The Repopulation. Once this survey is up, we will update and give you the direct link. If you have not taken the other surveys, it is not too late, you can easily go to this link and take them any time at The Repopulation Surveys.

What we have done this month

During January we have been focused on moving new development forward, while cleaning up and patching content from the 10.2 update. The dev team has also managed to clean up and remove over 500 unused areas from the dev server and the next build. This will speed up build times and help reduce cache and file sizes for players, improving performance and gameplay for everyone.

The new targeting system has been finished and is currently undergoing thorough testing. We've continued extensive development in our Prototype world in preparation for art, content and new maps. Currently we are finishing the new Tutorial/Starter island on the Prototype server and once we've pushed this to live, we'll begin focusing on player and player nation housing placement and spacing. Testing will be done on the Prototype, and when approved the development will begin on the dev server for the rest of the world.

We have been “whiteboxing” in our Prototype world in order to test and create a clear design idea before pushing forward with developing on the dev server. This allows us to test, change and alter without adding conflicts to the current code, as well as preventing clutter on the dev server. This means smaller sized updates to the players that don't include all of the unwanted or unneeded data as well as art.

Process for much of the world and art development: (Note that not all development needs to be done on the Proto world)
Prototype World -> Dev Server -> Staging (testing) -> Live (Novus)

Planned update schedule

Our goal is to get to an 8-10 week update schedule. This does not include live pushes and hot fixes. We are looking at the first couple to be around 8-10 weeks since this will have the greatest amount of changes. One such example is the new world revamp. We want to give the players a full map instead of a partial world, so this will take the longest time development-wise and as a result will have a longer wait time.

Example timeline for world revamp. (This includes several steps, but the very basic process is as follows):
  • Unlink
  • Create templates for Land and Water areas (From Prototype World)
  • Import New Template into each area
  • Move all assets over above new terrain
  • Replace any assets that are crucial or causing major issues
  • Link all areas back together
  • Sculpt terrain
  • Paint terrain
  • Finalize placement of all current assets
  • Test
Work involved in the world revamp does not include new content, it will have the old content, just adjusted to fit the new world. New or replaced content will come in upcoming updates.

New Update and Patch number system

New patch number system will not be based on date (year, month, day/version), but instead based on the type of update.

Game state: A= Alpha, B= Beta, L= Live
00.00.00 = First set of numbers: Major update with a lot of changes or new systems, can include bug fixes.
00.00.00 = Second set of numbers: Medium update, small updates, medium changes, can include bug fixes.
00.00.00 = Third set of numbers: Small updates, minor changes, bug fixes.

Upcoming Update A.00.00.01
The upcoming patch will be pushed next week to test/staging. Depending on the feedback from our internal testers, we hope to have the live push around two weeks after that push. Players will be told when we push to test.

Basic list of changes and updates (including any and all changes, eg: gm tools, etc.)
  • Targeting system
  • Auto face option
  • A number of small fixes to the Tutorial area, including the fitting you get being of the wrong type, a couple missions updated to try and avoid confusion.
  • Taking Harvesters off of nodes with your inventory full will no longer destroy it.
  • Fitting slots now show up when empty
  • inventory icons should all be fixed
  • Damage Reduction on stims should now correctly reduce damage (other buffs might still be the wrong way around)
  • Plymouth teleport should be far more reliable
  • Temporary change to save the servers: All vehicles can only take 1 driver for now until the vehicle system is redone.

Next Update A.00.01.00

The second update for Condorslug will be A.00.01.00. It will include the new Starter Island map. Additional changes will be announced in future updates as well as roadmap updates reflecting any changes or current systems being worked on. Development will be done in phases, so content replacement will come as we develop and finish other systems down the line. New and adjusted content will also be added throughout the development process. This work will begin 1-2 weeks after the A.00.00.01 update depending on what you, the players find needing to be hotfixed or patched.

The New Roadmap
Road map is a living document - it may and will change as we progress though. No dates have been stated due to the amount of work involved for a small team. Bugs and fixes can slow down or change the order below. Players will be updated on any and all changes here.

Roadmap list

This is a WIP (Work in Progress) Please make sure to note that the order listed below may change based on what is found based on priority or any complications that arise. If you do not see your big concern on this list it does not mean that we do not have it on our internal list or is not part of this these updates and features. Please do feel free to give us feedback and ask questions about these on our forums.

Combat Targeting System• Cleaned up targeting added
• New Auto target
• New/fixed auto face option

New Tutorial Island Terrain• New Tutorial Island terrain and basic layout using old content
• Additional areas in the world will be added as we develop/build with additional updates
• New content will be added to island as new systems are updated

Inventory fix• This will be ongoing as we move through other systems
• New optimized inventory (container system) for players
• New default inventory/container space
• Added inventory/container options

Astronomy System• There are currently several Astronomy systems in place. We will be rebuilding a single system and optimizing it so it runs better and no duplicate information is being called.
• Fix player out of sync with each other
• Fix player out of sync with the server
• Fix astronomy based spawns

Harvesting• Ongoing process until all related systems are linked and working
• New Harvesting Models
• New Harvesting Methods added
• Build New optimized harvesting system
• New Harvesting UI
• Updated Survey system

Horticulture• This will be an ongoing process until all areas related are connected.
• New farming and horticulture system based on the Harvesting

Races spec system• Base race spec system to unify multiple systems into one
• This will be the base for all PC and NPC race and faction systems afterwards

Factions• Unified faction system that includes Nations, NPC’s and players
• Will develop primary and second factions for players
• New UI/UX panel, factions will be visible to players

NPC System• New NPC system, to unify and optimize based on the Race Spec system
• Will be ongoing in stages
• NPC container
• NPC Factions
• NPC replacement as we progress through content

Adversarial Camps (Spawners)• New core system
• Adversarial sub systems
• Integrate Faction system with Adversarial camps
• Start placing them in the world

Quest/Mission system• Ongoing development that will continue through several stages
• Build new Dynamic Mission system
• Unify all quest/missions
• Bring in Faction system and other subsystems
• Begin creating new missions
• Create and start adding Generated quests

Create new NPC's• Ongoing development that will continue through several stages
• Build new NPC system tools
• Update NPC systems based on required needs
• Bridge/add above (appropriate) systems, such as Factions
• Create and replace NPC’s in stages

Updated Guild System• Updated Guild permissions system
• Additional functions to be built
• New GM tools for Guild assistance
• Updated UI and UI/UX functions

Crafting Basics• Ongoing process, which will require extra attention and testing through several phases
• Create new Crafting Containers
• Optimize crafting skills and abilities
• Optimize and update crafting recipes
• New crafting options to be developed
• Remove redundant recipes (such as fake Blueprints for housing items)

Housing Revamp• This will be continued development as we develop additional feature and test them. Ongoing process
• Basements will be seperate from the world but part of the plot
• New Housing system to be developed
• 3 (three) housing subsystems/types to be developed and added to the world
• Continued updates to help accommodate most housing needs
• New Housing containers
• New Housing “packup” method to be developed (to make it easier when players move)
• UI/UX updates

Combat Skill Progression• Ongoing progress as this will take into account several systems above and below.
• Optimize skill progression
• Clean up combat math
• Include new title systems

Combat Progression and title awards• Ongoing process as we continue to develop above and below systems
• New Progress system (while keeping it skill based) (no point mini game will be added)
• Titles and award system to be added
• Updated UI/UX

Player Merchants• Optimized player merchants
• New limits and benefits to be added
• Easier Search and Purchase methods
• Updated UI/UX

Player Auction House• Ongoing process, as it depends on several integrated systems
• Optimized Player Auction house developed
• New fully indexed search system
• New methods to access the Player Auction House
• New UI

World Auction House• Optimized World auction house
• Additional methods to be added to access the World Auction House
• New fully indexed search system
• Updated UI/UX

GUI/UX• Will be ongoing process as we proceed through each system
• New Windows based on each system and stage
• Added customization functions (movable windows)
• Optimized windows and panels
• New UI style
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December 19, 2017

10.2 Update is Here

Merry Christmas! Happy Kwanzaa! Merry Yule! Happy Hanukkah! Happy Boxing Day! Merry Saturnalia! Happy Festivus! Peaceful Krampusnacht! Happy Holidays!

Update 10.2 is coming your way for the Holidays!

The servers will be going offline at 12:00 PM EST noon (5:00 PM GMT). Down time expected to be 3 hours.

We are very excited to announce that the 10.2 update is coming to a PC near you. Patch day will be on 20 December, tomorrow. Yes you read that correctly. The patch will be coming tomorrow.

To celebrate the end of the year and the hard work that went into ABT 2015.10.2 update, we are also putting the game on sale on Steam. Please help spread the word and invite all of your friends. The sale price will be 35% off for the Holiday sale.

A New Start:
With the new update the world also has a new name. You will now see Novus for US East. Europe server has been put on hiatus. This server has not been removed, and we will be ready to open it up once we have a larger community and more features in.

This update does include a full wipe. Since so much has been reset or adjusted, we thought it was only fair to do the full wipe at this time. This is an excellent time to test out the updated beginner content and put in bug reports and post suggestions on the forum.

► New server name when you log in named Novus
► You will log in with your regular account as always
► You will need to create a new character

Highlights of what is included:
A large number of Backer NPC have taken up residence across Rhyldan. You can find them in areas such as: Rinji City - Jenu, Howling Hills, Faolan Hollow - Wailing Chasm, and Kaavo Hold - Kaavo.

Culinary Arts now contains new recipes and changes which work with the new Nutrition System. This system is how attributes from plants will pass to Culinary crafted foods. They pass along Nutrition compatible recipes, stacking up buffs as they pass along from recipe ingredients to recipe results.

Try a new look with one of the new hair or eye dyes found in the recipe book Modern Style. You’ll find a mixture of Dark Hair Dyes, Light Hair Dyes, and new Ocular tints.

Melee Weapons Crafting has received a skill point spread balancing pass. This included raising or lowering the minimum skills on recipes, tweaking the point spread, adding or removing difficulty tiers from recipes, and changing the minimum difficulty on recipe results.

Some of the Patchnote Highlights:
  • Disabled the NPC Auction House, but the Player Auction House is in.
  • New Fittings and items can be found or made in the game.
  • Adjustments to trade skills and Skills and Abilities. (This includes Metal working)

Other changes of our own include:
  • Pesky Pop-up Prevention! Hints will no longer pop-up in the middle of the screen, a small icon you can click next to the mail icon opens all unviewed hints.
  • The cursor has also had some major renovation, it’s been rebuilt from the ground up, so if you have any issues with it, please report them as bugs.
  • Numerous bug fixes the community testers helped us find.

For more information please visit the Patch Notes here:
to discuss and ask any questions

Silver, Gold and Platinum Tiers and Purchases:
This release will offer only Silver tier for purchases at this time. Our team was granted access on November 20th, 2017 to additional Backer information from 2015 and prior, while we were already in the final testing of this release.

In-game compensation has been and continues to be an open discussion with the Repopulation community and will include things like In-game Tokens, expanded inventory options and more.

Bug Reporting:
With this last update of the year, we do expect to see some bugs crop up. We do have in-game bug reporting, as well as our forums. Please make sure you submit those bugs in game when you find them. If you have any questions, our forums and discord channels are always open and we are more than happy to address and discuss these with you. Our short and long-term goal is to bring you a game you enjoy and are proud to share with your friends and family.

Upcoming expectations:
Changes will be coming over the next quarter, this will start with some basic terrain and area changes for the new Starter areas. Though the content itself will remain the same, this will be a preview of what the new world will look like. Once we have completed the new world this will be pushed and we will be able to start pushing some of the updated or newer systems. Do note that some systems might be disabled for a short time just before we push the updated ones. We will let you know when this work is ready for testing and when those changes will come in.

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About This Game

The Repopulation was re-launched in February 2017 in the same state that it was taken down, in December 2015. The new development team is fixing and patching all elements in order to improve gameplay and reduce the amount of crashing. This has also resulted in a delay of patches, so game updates may be slow-going at first as we are doing a very large overhaul of back end systems.

The Repopulation is a science fiction sandbox MMORPG which is currently in Early Access and early alpha testing. You should only consider purchasing the Early Access for this title if you are okay with bugs, crashes, possible interruptions of service, and in some cases fluctuating features, as well as to support the development of the game and help up us build it.

The Repopulation is about player's choices in the way they play: being able to do Player vs Player or avoid it altogether, the ability to do Crafting and concentrate on it, or build your own home, having the freedom to advance your characters in a number of ways and not just through combat.

Key Features Currently Available In Early Access

  • Sandbox-driven gameplay which never forces you down a specific path.
  • Skills-based advancement with over 75 skills including combat-oriented, diplomatic, rogue, entertainment, trade skill, pet, survival, and other advanced skills.
  • Advanced trade skill systems which allow for a high degree of customization in crafted goods.
  • Players can switch between RPG Mode or Action Mode combat at any time. Action Mode controls like a shooter, but is built on top of RPG mechanics.
  • Create homes and build cities complete with vendors, props and defensive units.
  • Dynamically-generated content which will change based on how players react to the world.
  • Unique three-faction PvP system, where the third faction is allowed to set its alliances on a nation by nation basis. PvP is entirely optional with much of the world being protected from it and players being able to progress entirely without ever getting involved in PvP.
  • Advanced generated mission system provides a never-ending stream of missions which are customized for your character. They are purely optional.
  • Social-oriented features which provide bonus rewards when grouping or working together with other players.
  • Vehicle system allows you to upgrade and custom tailor your vehicles, even adding abilities such as Shielding, Mines, Turbo Boost, or Combat abilities.
  • Three different pet systems: Genetic Engineering, Taming, and Robotics.
  • Engagement system which is similar to a mutating form of Public Quests.
  • Persistent Seamless World.

Key Upcoming Features

  • DirectX 11 Support.
  • Hardcore server ruleset.
  • Re-integration of the Siege system.
  • Underground levels for player-created cities.
  • Audio improvements as we move some systems from placeholder to final.
  • Ease of use features to make the game easier to grasp for new players.
  • Host Player Created Tournaments in your cities.
  • Raid Interface.
  • Microtransaction support for cosmetic and fun items.
  • City Perks system.
  • Graphical improvements, performance optimizations, additional FX, and general polish.
  • Balance, feature refinement, bug fixes and content.
  • Engine upgrades to take advantage of the most recent versions of Hero Engine.

    Server Availability

    Being an MMORPG the only way to play the game is online. We currently provide both US and EU servers and they are available as long as there is no scheduled maintenance or unforeseen issues that do arise during development and testing. We strive to keep the servers up and running as much as possible, but, as with any MMO, patching is needed and will require the servers to be down during the process. There might be other times when the servers are undergoing maintenance and will require downtime; we will try to effectively communicate this as much as possible.

    There are no current plans for player ran servers or single player options.

    3rd Party Account

    This game requires a 3rd party account to play. A key will be given to you by Steam to activate the account so you can see the list of available servers to play. Please be sure after you purchase the game to create your account and register the key.

    A Stand-Alone client will also be available for purchase via the game’s website in the near future.


    All package options are subject to change
    Currently we have a single package option available:

    • Silver Package - Includes Name Reservation*, 1 Repop Token**, Early Access and Access to City Council and Nation Leadership options.

    Eventually we will be opening up 2 more package options:

    • Gold Package - Includes Silver membership, a total of 2 Repop Tokens**, 1-day Head Start and Ability to become a city mayor and run a player city.
    • Platinum Package - Includes Silver and Gold membership, a total of 3 Repop Tokens**, a total of 2 days of Head Start and Ability to create a new nation.

    *Name Reservation is the ability to reserve 1 in-game character name tied to your account, across all servers.

    **Repop Tokens will be exchangeable for in-game items as a thank you for supporting us. Instead of giving specific ones at each level we will offer you tokens and you will have a choice of different options, with some costing more than 1 token. These items will be cosmetic in nature only and will not give you any additional functionality or power over other players. Examples of what you can expect are: equip-able shell items such as armor, weapons, and clothing, a special edition vehicle, and trinkets and even special buildings for your housing and nation.

    You may upgrade your package options when other packages are available.

    At some point before release the Silver, Gold and Platinum memberships will be enabled in-game and offer the following: Additional Character Slots, Inventory Slots, Bank Slots, Shared Bank Slots, Mission Slots, and Auction Slots. The exact quantity of these slots are still being determined based on usage and feedback.

    In the future we will be enabling microtransactions in-game for cosmetic and fun items.

System Requirements

    • OS: Windows Vista 64 bit
    • Processor: Dual Core CPU
    • Memory: 3 GB RAM
    • Graphics: ATI 5750 / Nvidia GT450 with 1GB VRAM
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 15 GB available space
    • Additional Notes: 64 bit OS is required along with Windows Vista or higher
    • OS: Windows 10 64 bit
    • Processor: Intel Core i5-2500k
    • Memory: 4 GB RAM
    • Graphics: ATI 7850 / Nvidia GTX660
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Additional Notes: 64 bit OS is required along with Windows Vista or higher
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