Team up with dozens of players and battle through the Realm of the Mad God, Oryx. With a retro 8-bit style, Realm is an evolution of traditional MMO gameplay.
Recent Reviews:
Mostly Positive (175) - 74% of the 175 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (26,397) - 83% of the 26,397 user reviews for this game are positive.
Release Date:
Feb 20, 2012
Developer:
Publisher:

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Recent updates View all (35)

April 26

Patch X.25.0.0 - The Reworking!



Hey everyone, Krathan here!

Today we finally bring you the Ice Cave rework, Mountain Temple changes and more fixes!

We're happy to announce that another legacy issue has been taken care of - you can now use your abilities when hovering the walls or void outside of dungeons, if they are not targeting tiles (the exceptions being Spells, Skulls, Poisons, Traps, Orbs and of course Prisms).

We also finally started rolling out some changes to address the long standing issue with damage thresholds. There are more to come and hopefully soon we will have unified and more co-op friendly loot distribution!

For more information on what's coming to Realm of the Mad God in the future, make sure to read our Producer's Letter!

Ice Cave rework!
  • More enemy variety, with more threats and fewer bullet sponges
  • Changed dungeon generation to make clearing come more naturally (group is split across two paths)
  • Watch out for the new slippery damaging tiles in the main dungeon
  • Boss fight is now HP based rather than time based, certain phases are also more engaging (watch out for the summons!)
  • The chest has been removed, loot table and distribution has been fixed

Staff of Esben
  • Projectile Speed: 10 t/s -> 16 t/s (same range)
  • Rate of Fire: 70% -> 80%
  • Damage: 60-95 -> 70-90 (+10 min, -5 max,+2.5 average)
  • Fame Bonus: 4% -> 6%
  • Attack Bonus: 1 -> 0
  • Feed Power: 700 -> 800
Mountain Temple changes!
  • Added a treasure room (activate all lanterns in the outdoor zone to access Daichi's private study after you defeat him!)
  • Daichi drops the new UT Orb of Aether: this Orb create a static energy zone that lasts 5 seconds and paralyzes enemies close to its center while slowing the one that are farther
  • Jade and Garnet Statues now drop Kageboshi
  • Increased the delay before the statues charge players: 1 -> 2.5
  • The statues now flash in light blue before charging players
  • The Encounter now always drops a portal to the Mountain Temple
  • Loot table and distribution has been fixed

Wand of the Fallen
  • Projectile Speed: 12 t/s -> 14.4 t/s (same range)
  • Damage: +5 min (+2.5 average)
Kageboshi
  • Projectile Speed: 14 t/s -> 16.1 t/s (same range)
  • Damage: 360-440 -> 414-506 (+54 min, +66 max,+60 average)
Quality of Life
  • The default camera angle is now 0 degrees
  • The chat text box size has been decreased
  • The default chat star requirement now set to 2 stars

Fixes

  • Fixed crash issue related to the Deadwater Docks
  • Fixed error when using abilities that do not target tiles while hovering walls or the black background
  • Fixed flash indication on objects not showing when arriving after it started for portals, bags, damage evaluation phases for Liches, Ent Ancients and Ghost Kings, Jade and Garnet statue telegraphs
  • Fixed and unified damage thresholds in Davy Jones's Locker, Oryx's Chambers, Wine Cellar, Sprite World, Undead Lair and Abyss of Demons
6 comments Read more

April 26

Producer's Letter - What's coming next to the Realm of the Mad God?

Hello everyone,

It’s been a while since we last gave you a rundown of what is going on, what is coming in the near-term and what might be in the cards down the road. Recently we took some time as a team to reflect on the past year and tried to figure out which things we want to prioritize for this year.

As you have hopefully already noticed, we strive to bring you quality of life improvements, balancing and small feature updates with every patch. We enjoy taking the temperature of the community and working on things that players want, and we absolutely love the effort that all contributors and the community as a whole put in to make this game great.

Speaking of making the game great, we have had a couple of hiccups in the past and a lot of feedback from you guys on several topics. While we can’t react to everything all the time, we at least wanted to touch on a few things that stood out to us.

First, we had an issue where we adapted the key prices to better reflect the rarity, risk & reward of dungeons. While our numbers made sense on paper, we completely failed to pay attention to how it would affect players, especially ones that had been with the game forever. We have listened to your feedback and reverted the change while keeping some key prices lower than before. We will make sure to find a better way of evaluating, communicating and rolling out any such changes in the future.

Next, there was a lot of back and forth on the monthly quests and chest events. This one is a tough cookie because it is not as straightforward as one might think.

If we look at the numbers of total players logging in and playing the game while there are chest events vs days where there are none, we can clearly see that many people seem to be craving additional chances for loot. On the other hand, we have people complaining that it feels pushy or boring and forces them to log in every day.

We also hear feedback that some UTs are devalued because they are supposedly easier to get via chest events. We definitely do not want to force people into an activity, nor do we want to devalue UTs - although there have been other voices too, saying that it is too hard to get UTs for a permadeath game. We guess it will be impossible to have a solution that serves everybody, but we are committed to trying to make it better. That’s why in May, we will be removing a lot of the chest events and instead have only two weekend ones while also trying out a couple of less loot-focused events and adding the monthly skin to Oryx instead of a quest.

Putting aside the live status of the game currently, there is a bunch of stuff we are working on that will not make it into the game for a while, but we hope you can get as excited about as us.


RotMG Development Roadmap

Short Term

These features are currently being implemented and should be released to the game soon - which still does not mean tomorrow or guaranteed with the next update. A lot of things can change on short notice, but we are going to put ourselves out there anyway. Without further ado:


Pet Wardrobe

Back when we introduced pet stones, we wanted to give you tons of options for customizing your pets. We got criticism due to the fact that they were one-time use items and that it was not really possible to switch back and forth between your different skins unless you had a lot of them. Taking your feedback, we are developing a Pet Wardrobe that will serve you in a similar fashion as your character skin wardrobe. The system will allow you to acquire permanent pet skins, collect them and apply them to your pets. There are still a lot of implementation details to hammer out, especially on how to acquire the skins and how to use them, but we are working hard to shape it into a good and fair feature. What we can definitely tell you already though, is that all of your pet stones will turn into permanent pet skin unlockers.

Guild List

When we updated the friends list in release X24, we decided to also kickstart the creation of a similar list for Guilds. It is currently being implemented by our team and should be up for testing very soon! This feature, even if smaller, is definitely one of our favorites. From the same UI, you will be able to see who is Online/Offline, when they connected last to the game and interact with guildies (teleport to server, whisper). Guild officers will also be able to manage their guilds directly from the list as we are also adding guild management functionalities to it (promotion, demotion, guild kick). Long overdue.


Mid Term

While these features are underway, they will take longer to implement than the features listed above and should be expected to make it into the game within 3+ months:


Fame System rework

The next big thing on the horizon is fame. It is our intent to bring back fame as a more meaningful part of the core game loop. As of this writing, we are evaluating different options to change both the way you gain fame, as well as the use you can make of it and the leaderboards.

The first phase of this project was completed when we released the Statistics Panel.

We are currently prototyping and testing both new XP formulas (fame gained from monsters) and Fame Bonuses (fame gained from bonuses or achievements on your character). The goal is to make it more coherent, exciting, and challenging to build the perfect Legend character.

Once the above is completed, we are going to implement (or re-implement) additional ways for players to spend fame and fix that loop where what you just gained by dying should help you rebuild your next character.

This whole project will require a lot of testing and balancing, stay tuned for more details.

New Class

Yes, we have decided that we would add a new class to the game. We feel like it is about time and we know most of you feel that way too since the last class was added in October 2012! We are gunning for a release around Month of the Mad God.

Our designers are working on several class concepts as we speak, helped by years of suggestions by the Community, and we hope that we can present you with something soon to gather more feedback. We are building it with you guys in mind, so obviously we want you to help us make it an awesome experience that really adds something fresh to the game.

Dungeon Rush

To us, the Arena always seemed like an unfinished feature idea that was kind of tacked on and not well integrated with the rest of the game. In this state, it was pretty much abandoned and we also only used it for some event tests and otherwise left it aside. Based on our data, most of you guys would agree that it is not particularly appealing. At the same time, we see something there that might be salvaged and that is providing something to those of you who look for things to do casually every now and then without the ever-looming risk of permanent death around the corner.

We are currently prototyping and writing specifications for a feature that is supposed to replace the Arena surrounding rushing dungeon bosses and also providing something like a limited but lower risk training grounds. At this point, we don’t have anything fleshed out enough to share in detail though.


Long Term

The long-term projects that are currently being specified, prototyped and simply imagined. Some are already in development cycle but will require a massive amount of effort, others will simply never get implemented:

A new client technology

It is happening and we have started scoping and evaluating different technologies. We will likely go through a period of prototyping before we can fully commit.

This is by far the most demanding and challenging project that our team has in the pipes at the moment. Porting a project like RotMG is very expensive and quite frankly not easy to pull off, especially when the highest priority is to not lose the way the gameplay feels to the players! We will keep you posted as we go forward, and as mentioned in the beginning, we hope you are at least a fraction as excited as we are about this prospect. It is a really big step towards making Realm last for years to come.

Give a purpose to unused items overflowing chests and inventorie

Hundreds of items in the game are just rotting in players’ chests or inventories, either because they lost purpose over time, because they are too precious to throw away but essentially useless or because they’re not worth feeding. We are discussing solutions to that with the team and have a few ideas on paper that will eventually turn into prototypes for a system that gives all items a purpose.

More stuff for Guild

Guilds are important! Making friends and facing challenge together play a big role in online gaming. We want to develop new content and add more functionalities to find a guild, recruit new members and manage communities in the game.

New trading functionalitie

Trading and "merching" play an important part in RotMG. The current feature set works but is pretty basic and not secured enough. We want to investigate and eventually invest time into developing a better system for in-game trading.

----------------------------------------------------------------------------------------------------------

We hope we were able to give you a glimpse of what is cooking in Oryx’s Kitchen. We voluntarily focused on the features and major changes but of course, there are hundreds of other changes planned in our backlog: balancing and reworking content, introducing new dungeons and items, fixing legacy bugs, adding small but meaningful QoL changes, etc. Those, we will continue to implement with every patch along the way and we will continue updating our backlog based on your feedback.

The RotMG team at Deca is excited to work together towards implementing all of these changes in the future.

As usual, thank you for your continued support and love for the game. We are very grateful for the feedback you’ve been providing and look forward to more!

The Deca Team
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About This Game

Realm of the Mad God is the first ever free to play Bullet Hell MMO. Team up with dozens of players and battle through the Realm of the Mad God, Oryx. With a retro 8-bit style, Realm is an evolution of traditional MMO gameplay. A dozen classes and hundreds of items to discover means Realm is easy to play but difficult to master. Players can jump in Realm for 5 minutes or stay online for hours because there is nothing to install or download.

Key Features

  • Action combat! No turn-based battles here, only skilled running and gunning.
  • Epic boss battles. Navigate demented waves of bullets from nasty demons.
  • True cooperative play. All experience is shared and you win by playing together.
  • Great 8-bit art: Retro styling straight from the 8-bit era.
  • Over a dozen unique character classes. Play as a powerful wizard, a clever mystic, a brawling warrior.
  • Loot! Hundreds of weapons, potions, armors, and rings.
  • PermaDeath. Dying well means something in Realm. Earn fame if you survive for long enough and kill enough monsters.
  • Sheep. The sheep say 'Baa.'

System Requirements

Windows
Mac OS X
    • OS:Windows XP or later
    • Processor:2.33GHz or faster x86-compatible
    • Memory:1 GB RAM
    • Hard Drive:100 MB HD space
    • OS:Mac OS X v10.6 or later
    • Processor:Intel Core™ Duo or faster
    • Memory:1 GB RAM
    • Hard Drive:100 MB HD space
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