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 (855) - 56% of the 855 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 (36)

December 16, 2018

Christmas Game Update 00.01.12

Happy Holidays everyone!
We are very excited to give you this months update, as it also includes a patch date for the game update. We have gone through several iterations of tests, each one bringing us closer to being able to push a Normal Update for The Repopulation. We are finally there! The past weeks’ tests were excellent, and we are comfortable to give you this long-awaited game update!

Live Game Update:
On Tuesday, 18 December 2018, we will be bringing servers down at 09:00 EST am for the 00.01.12 Update. Servers will be down for about 12 hours.

If you are wondering why our first official full update is 00.01.12 it is because we have moved ahead of just the initial combat update that was planned, 00.00.01. While part of the team was working on cleanup to be able to have a successful push, the rest of the team continued our regular development at the same time.

Each game iteration moves the version number up. This work included but was not limited to Combat, Combat updates, New Ghetti Gorge, Art clean up and Plymouth Control Center. For more information on how we do our patch versions, you can visit this news update here:

What has been done so far:
As you can imagine we've covered so much since our last patch. Here is a brief look at some of the highlights of that work.

Combat: The combat system has seen some upgrades. we've added an auto facing option toward the enemy and changed how the camera direction changes with engagements in combat. The code for the Ability Bar has seen an overhaul which should resolve many issues relating to the activation of abilities. The Line of Sight (LOS) code has been altered to correct the issue where NPC’s or players block LOS. Our Programmers also corrected the issue which left players in the combat stance after combat was over.

Performance: We were able to review high problem areas and learned how and why performance issues affected gameplay.

We also disabled the siege system. This system will remain offline until a later date when it has been revamped as well as a number of other key systems which support it and other aspects of the game. These systems include but are not limited too: PVP system, Vehicles, Cities/Nations, and the astronomy system (our Timing system).

The weather system which currently ties into the astronomy system continues to be a topic of concern. We've made several changes to the system overall with the enhancement of FPS performance. Players should find that by default the weather system visuals have been disabled. The visual portion of the system was causing havoc for some players. No worries for crafters the mushroom timers are still working and will produce as before.

Players should find that the Auto Config for video will now work as intended which means you can have the game set your graphics for performance. Other changes have been put in place to help performance issues. One such change was to disable the engagement located in the Contested region of Mt. Ash, Fort Pharynx. This was due to the numerous issues it was causing in the areas around the engagement.

Area Rebuilds: We have rebuilt two areas in-game this year. The first being OWON area of Ghetti Gorge. this area was rebuilt from scratch to include new terrain landscapes, flora, and trees. We've noted a positive FPS performance in the area and those adjoining since the removal of a cave which led to nowhere, and the addition of new trees and flora.

Most recently we rebuilt the OWON area of Plymouth Control Center (PCC), This included implementing a new floor-plan for the area, and asset improvements. This area has greatly been enhanced in terms of performance. We still have some work to do to finish the area which includes small detail however, we believe it has come along nicely.

A brief overview of some of the work done this year:
This past year has been quite busy and productive. Alongside the development cleanup and optimizations to be able to make this push, we have also focused on other aspects as a team and in our individual departments. To give you an idea what our small team does, here is a brief rundown (honest, it really is brief):
  • Technical Work
    • Reverse Engineering/Review of Systems to include documentation and testing
    • Coding and script Fixes
  • Art asset cleanup and Creation of new assets.
    • Flora/Tree Assets, Rocks/Ore, Buildings
  • White Boxing design of the new Tutorial Island
    • Vetting of missions used in the current area to include NPC/Missions used in the past three areas.
    • Discussion and planning for future missions and dialog changes for the area.
    • Design discussed for future assets.
    • Current art assets underwent clean up.
  • Lore Development
    • Timeline restructure
    • Biome and Weather finalized
    • New World Map created based on biomes, factions, and lore.
    • Area Drafts
      Review of Missions in area
      Brainstorming/Planning/Documentation for new missions, Dungeons/Raids, group content, for solo content, Faction oriented content, Brainstorming/Planning for minigames.
      Review of NPC in area
      Planning for future NPC system and subsystems: art/area layout for world rebuild/build of the area.
    • Sentient Species reviewed.
      Species undergoing discussions/planning for Faction system changes, designs/model changes discussed/planned.
  • World Rebuild systems design, documentation and prototyping
    • Biomes (Flora, Rock/Ore, Weather)
    • Regions
      Region Changes, Architecture, Faction, Lore
    • Terrain
    • Testing and documentation, Requirements, Scale, Templates, Biome Theme/Scheme Diagram, Terrain Texture Guidelines, Etc.
  • Regular Team Meetings and “office calls”
    • Planning, Review and Design
  • Game Systems review, design, documentation
    • Minigames
    • Housing
    • Cybernetics
    • Implants
    • Harvesting- System Changes, What flora/Ore is harvestable, What assets will be needed, What assets are now ready/created.
  • Combat
    • Entertainers and System ChangesSkills/Abilities
    • Guilds/Player Nations
    • In-game Items
    • Travel
    • Player vs Environment
    • Player vs Player
    • User Interface
    • Audio Music and SFX
    • Weather System
    • Starter Island
  • Documentation/Planning - GDD
    • Inventory Changes
    • Crafting Changes
      System redesign, documentation, improvements and additional content
    • Mission System Changes
      PDA/Journal Changes
    • NPC System Changes
      Dialog Changes
    • Faction System Changes

WIP Unfinished PCC elements:
Though we have gotten the bulk of the revamp done in Plymouth Control Center, it is not complete yet. This is still a work in progress. We have put a lot of work into this to give the players a taste of what is to come in the next year. However, there are some things that have not been completed due to other systems needing to be fixed up, adjusted or revamped first. Below is a list of some of the unfinished build tasks for PCC.
  • Interior environment is not completed. Only the basic was set up based on the prototype. You will see assets flash in and out of view when you enter and exit the interior of the buildings for the time being. To complete this, we will need to revisit the environment system and clean up and fix the Astronomy system. Once this is completed then all interiors will work as they do on the Prototype server.
  • Clutter (environment setting assets) has not been filled in yet. This will be ongoing to test and balance between appearance and good performance.
  • A lot of NPC’s are placed in their general vicinity but not final positions, they are grouped up, not behind clutter and so forth.
  • Flora and trees are not final. These will be adjusted as we move towards the world revamp.
  • The Lifts (elevators) now work correctly, however, there are a few small minor adjustments we will be making in future builds to finish the physics and a few other smaller bugs associated with the area.
  • Doors have been started. You will see two buildings (City Hall and the Medical Building) with doors that will open when you right click on them. Additional work will go into including doors for most buildings in future builds.
  • Lights will be adjusted for performance and more will be added in. Currently, only a select set of lights have been placed in the city for some general lighting. Overall the city is still fairly dark when it is night time.
  • The Outdoor Bar has a few adjustments we will be making to the model. Primary will be adjusting the ramps to fit up against the upper-level floor.

What is planned for first quarter 2019:
The first Quarter of 2019 will be a busy time for us. Our first priority will be fixing issues from this patch. This will also enable us to plan system revamps by having a fresh look into what is broken. Then determine what order to proceed with fixes and revamps. We are looking forward to seeing what you as players find in the world as you continue to test.

We'll progress from there with ongoing projects such as coding, art cleanup, GUI changes, in addition to any issues that crop up during development.

This year has allowed us insight into how ABT built their systems, and how they relate to one another. This reverse engineering and documentation will allow us to optimize how some of these systems perform. During the review of these systems, we realized there are some that are out of date and will require changes so they integrate properly with systems built since them. This process helps us to plan and build systems for the best possible outcome the first time. Which saves time by preventing the need to rebuild them later in development.

The art clean up is another large-scale ongoing process. We've had the opportunity to feature some of the modified assets such as the rocks, flora, and buildings in our monthly update articles. We did not receive the raw files for all of the art during transfer. As a result, we will need to rebuild some from scratch as well as create new models that fit our needs.

Another important project for the first quarter will be the GUI cleanup. It is during this time we will begin the groundwork for a complete revamp of the GUI. This is partially due to the fact we have encountered a number of problems relating to the GUI to include how it ties into other things. Work on this system will include cleaning up scripts, files, and what code that we can without breaking everything. We'll continue to gather information concerning the depth of all the systems the GUI effects. This information will determine how we alter our current plan for the revamp. This revamp will take place later this year.

What is planned for spring and summer:
Our proverbial plates will continue to be full as the year progresses towards the Fall quarter. During this time updates will still be spaced apart until we've reduced overhead enough to allow for clean, and regular updates.

We'll use this time to progress with two of our projects we've discussed in previous update articles. These being the Inventory system and the construction of the New Starter island. We are delighted to be moving forward. The construction of the Island is a process we look forward to sharing with the community. Information gathered during this build coupled with your feedback will help future builds move along more smoothly.

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October 31, 2018

October Update: Cleanup and Developers Video

View the full article here
Comment on the official Repopulation forums

We’d like to start off by wishing everyone a ghoulish Día de Muertos, All Hallows Eve, Samhain and Halloween! As October winds down it brings with it our monthly update. So let's jump right in.

Test Patch Update
The last two tests we did gave us some very valuable information. With the additional cleanup, we’ve progressed 30% further than our previous push attempt.

This has given us valuable data to base the direction of Novembers testing. On saying that, documentation and cleanup will continue. We hope to have some more specific information for you in coming news updates!!

PCC (Plymouth Control Center)
At the beginning of the month, we gave everyone a glimpse of the coming revamps for the area Plymouth Control Center. We’d like to touch on this region once more as we bring the month to a close.

Work within the region is winding down leaving us to focus on terrain and flora placement. PCC will now tower above the remnants of a dried river bed. Marshy terrain making up the landscape below.

During clean up many props were discovered in various locations around the zone. Some of which have now been removed from the area. Balance is an ongoing concern when planning for the world revamp. That being such we are interested to hear what you think is too little or too much when it comes to:
  • Hacking Terminals
  • Crafting Stations
  • Banking Terminals
  • Skill Imprinting Stations
  • Etc.

Since we haven't reached the patching stage we thought we'd mix things up a bit. Rather than a featurette we've prepared a video from a developers perspective. We thought you may find it interesting to see for yourselves a glimpse of the work that goes into creating an area. So please enjoy, and let us know if you'd like to see more content like this in the future.

GUI Clean up
We have had a number of issues being able to push content into a patch, this is believed to be because there is a lot of leftover old work which needs to be cleaned up, which has lead us into doing just that.

Currently, we are working in a large amount of spreadsheet data, and data parsing in order to work out everything that is deletable, this will be done over time and in phases in order to decrease the amount of data The Repopulation is trying to push when doing a patch. We have started off with working on the GUI, and over time will move to other systems.

Essentially we have been documenting what classes are used where and in what scripts/XML files, and also which Controls are used where and in which scripts/XML files. Controls are the GUI parts you see as the interface, these are defined in XML and then used by XML or Script. Any button you press, or any window you move is a control, or made up of multiple controls.

We use parsers to document all uses of classes and controls, then go through and check dynamic creations too, this work is a mixture of having scripts to run and manual checking. This information then runs through some checks to see which scripts and controls are not used anywhere. With that list we then check over and delete what isn't used. We do this for controls, which then frees up class data, and then we run through the process again for classes, which in turn will free up more. This will eventually get rid of a lot of bloat.

What the results were:
  • 1205 XML Files
  • 2128 Client Scripts
  • 2751 GUI Controls
  • 3605 Client Classes

We have yet to run the actual deletion phases, but the first phase looks to be a deletion of roughly 5% of the DOM object bloat and 15% Control Bloat, as we do more phases, that amount will increase.

Over the next few months, we will be doing all of the cleanups we can, checking everything that is used, and eventually re-creating problematic GUI elements to be more efficient, and freeing up even more. After the GUI we will move on to other systems, and clean up what we can there as well.

Test pushes will be attempted at regular intervals. Once we've accomplished a successful push we'll begin compiling a patch for public release. Upon patching publicly we'll continue our development plan and further cleanup.

  • What these test pushes tell us:
  • Where the cleanup has an affect
  • How much further the prior clean up got us
  • Where the next timeouts occur
  • What areas we need to clean up

In the future we will also be remaking a lot of the GUI for the new systems and other system adjustments made.

Welcome Michael
Saving the best for last: We are very excited to introduce our new team member, composer Michael La Manna.

Michael has over 14 years of experience in the music industry from producing and remixing some of today's top artists to composing for film, television and game production. Michael began his career in the late nineties as the founder of the electronic group Sonic State. He released remixes for artists such as Limp Bizkit, Orgy and Godhead, and was propelled into the underground rave scene, performing live at multiple venues. With the continued success of SonicState, he established the independent record label and produced tracks that were to be played on radio stations and in clubs around the world. Today his work as a solo artist can be heard in multiple video games, commercials, television and film.
Have a listen to some of his work at

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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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