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 (839) - 57% of the 839 user reviews for this game are positive.
Release Date:
Dec 19, 2014
Developer:
Publisher:

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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 (32)

April 15

Progress Update for April

If you have not caught up on the news for February and March, you can find those articles here: https://therepopulation.com/news

It is Developer update time! In this update we have included progress on the Repop cleanup, recap of the A.00.00.00 update, new changes/fixes coming and some new additions coming into the next Repop Update.
We have a new survey up:
This one is asking about your current gaming systems so we have a good idea of what our development target is now and for the future. You can find the new Technical Survey and others here: https://therepopulation.com/media-gallery/surveys
During this process, we'll continue to release additional key surveys to gather your input.

As always we welcome your input be it positive or negative. Feel free to post your feedback on our official, and steam forums. We welcome you to join us in our Discord channel anytime here https://discord.gg/eSJDk2Q
Don’t forget the Official forums as well. Our developers are checking these daily, so share your thoughts, questions, game play, cool guild events and screenshots: https://therepopulation.com/forums

 
The Update:
We know everyone is desperately waiting on this update, especially with the combat changes. We share your frustrations. We have been doing multiple pushes and tests each week, while tracking down the problem areas. The overall size of the total game and 5+ years of assets and scripts as well as the trouble scripts/areas are slowly being reduced. Each try we find the problem area, clean it up, test and try it again. Each attempt gets us closer to the ability to use HeroEngines Live Push system.  There are many changes coming down the pipeline with this latest patch.

To summarize quickly, with this patch we'll be seeing; UI Changes, changes to the  map, changes to the combat and tradeskill systems, nation changes, skill tweaks, along with some temporary tweaks while we revise and re-code certain systems.Though we have another option to do a full push, this would not help us nor you in the long run. At some point we have to do this clean up so we can begin using the HE Push system as is done for other games.

This clean up work will continue beyond this update, with the goal to be able to do systematic and regular clean updates for you. We are still working on many other things despite this delay, so development and optimizations/bug fixing does continue. We will keep you updated. While part of our development team continues to work towards the current update, other staff members continue to work on content for future updates. This helps diminish both information harvesting and design time during future development. Our Content Team is feverishly working on documenting current systems while planning redesign/updates. 


Graphical and World changes:
Work is currently underway to update and polish the assets that will be used when creating the new Starter Island and later, the rest of the world map. You will notice some of these assets present in Ghetti Gorge, located in Timbertol. This area was in need of maintenance which allowed us to improve performance by reducing draws and texture calls. This in turn slightly improved performance in surrounding areas. Seams to adjacent areas were fixed by creating a new heightmap for Ghetti. We also relinked areas removed during 10.1 and 10.2 which will allow players to pass from ghetti into the surrounding zones.





 Other geographical tweaks include the Plymouth City spawn point which will  now spawn players in the correct place. Purplefield and Souza Springs will now have Scrounging regions added in as well. From now on Kaavo Ridge will properly display as Kaavo Ridge opposed to the name, “Fana plains” that seemed to randomly display in various places. A temporary change will be made to the Engagements located in Fort Pharynx. These Engagements have been disabled temporarily due to a number of issues. They will be recreated and brought back in the future.

In upcoming updates, the first major world update will be the new Starter Island. The premise of starting with the island as the first world revamp release is two fold: Provide some visual feedback whilst creating the world, Provide the player base something that will also allow them to see what type of world the new assets will be able to create. What we do and learn from the new Island will be going into the world when we get to that stage. So player feedback will be important.

There will not be new content yet on the Island, this will only be the new layout with some of the new art. Content such as quests/missions, NPC updates and such will be added as we rebuild those systems. There are some dialog changes to help clarify some of missions and help new players begin their journey in Rhyldan. If you have been around for a while, you might recognize some of the older/original NPC’s and dialog.

Changes have been made to the Scrounging mechanic which will allow players to once again scrounge in one place without incurring an immediate penalty affecting the quality of the obtained water. That does not mean that a person will be able to go afk and scrounge however, because the penalty will still be in place for scrounging too long in a specific region. The goal behind this was to alleviate the harshness imposed by the system since before would penalize people for scrounging too long, in one spot while also penalizing them for scrounging in the area. This caused a sudden drop in the resources given to the player instead of a gradual drop in quality. That said, this like all things is open to adjustment based on how well the mechanic works. So if you still find it is too severe please do provide some feedback!

Getting back to the technical side of things, tweaks are going to also be made concerning the day/night cycle of the game. This means that one day cycle in game will be one hour long. So for clarification daylight will last 30 minutes, and night will last 30 minutes. This is subject to change as time goes on, but is being done so that shadow/time of day shaders can be put in place while also redoing sync issues across the different zones. Related to this, an issue with skydomes unloading and resetting across zones has now been fixed. All areas will now display the same skydome, or time of day.

 
UI changes:
There are some nice UI adjustments in this update. A few of the areas that were reworked involved additional tweaks to the Character Creation and Character Select. We added a few quality of life changes. These involve the various buttons and elements of the UI that people encounter as they first begin the game.
  • There was a bug affecting the character screen which would result in the deletion of multiple characters when attempting to delete a single character.  This bug has now been squashed along with the similar bug previously mentioned that resulted in the inability to delete all of one's characters if they so desired.
  • The mail icon has a tooltip of it's own so new people can be aware of what exactly it means by mousing over it.  This icon will no longer display once the mail has been read, or the hints window has been read and closed/tips disabled.
  • Taking a harvester off of it's node when you have a full inventory will no longer cause it to disappear into the abyss.
  • When crafting, you'll find that the easiest difficulty will now be selected by default when selecting a recipe.
    One will now be able to determine in a more intuitive way as to how to go about fitting an item, since all empty fitting slots will now be shown by default.

    We will have a technical survey coming up in the next few weeks, but we are planning a more Repop specific GUI/UX survey soon based on your input and suggestions from the post here: http://forums/repopulation/player-nations/gui-query-for-players-13314
 
Combat:
Oh boy, lots to say here. But it's a good thing I promise! First of all, when attacked, your target will automatically be set to the attacker ONLY if you do not already have a live/hostile target. The use of one's abilities has been redone so that abilities will now accurately reflect if and when it is possible to use them. Additionally the ones that require you to be in front of and facing the target will no longer fail since using this ability will rotate you to face your target.

The third item on the list of tweaks is the, “Auto Face On Attack” option. It has now been renamed to, “Auto Face Enemy Target” and will behave as such when enabled. That is, when attacked or when attacking; the character will turn to face the enemy AND keep turning to face the enemy as the target moves about. Now this will disable for the duration of that fight if you manually turn, or move your character.

Along the same lines, the camera will rotate so that you can view the attacking entity.  Much like the rotation however, if you rotate the camera it will stop auto rotating to match the character. Your character however, will continue to rotate towards any newly hostile or engaging enemies. Much like the auto rotation of the character, when re engaging future hostiles the camera will default to automatically rotating unless the camera is manually rotated.

Saving the best for last regarding Combat; LOS and combat states have been redone so that if a player, or an npc stands between your character and the engaged target there will no issues attacking due to the lack of line of sight. Additionally, upon ending of combat whether it be due to the target being out of range, target is dead, you are dead, etc ; the combat animation pose will now be set to end.

 
Trade skills: Changes and Tweaks!
Fixes have been made to the following tradeskills. No major changes have been made as of yet.

Going forward, the recipe book, “Basic Metalworking”, will now also contain the recipe Curved Glass Production. This will allow for the creation of the item, “Curved Glass Pane”, which can be used to craft other items. A metal guard will now be needed to craft the following items: The Electrical Knuckle Blade, Electrical Light Blade, Heated Light Blade, Acid Light Blade, and the Chilling Knuckle Blade.

Next, the Robotics tutorial quest will now allow you to build up your robotics skill to 75 by using the given components through building, and breaking down the tutorial components. Feel free to delete them after you are done since the widgets and gadgets will have no use as of this time.

On a related note – the hacking minigame, going from the tutorial forward will once again give you a message if you have the correct sequence, but not the skills to create the programs used in Robotics crafting and abilities.

 
Nations:
Nations will no longer be able to have more than two cities. This is a forerunner to both the world and Player Nation revamps that will focus on adding more features and functionality to the nations, and cities sieges.

 
Misc changes/tweaks:
Vehicles will temporarily be set to only carry a maximum of one individual due to a bug that was found in the coding related to how vehicles handle additional passengers. This is only temporary until the coding for this system can be redone.

And last but not least; players will no longer make use of the /help updatecraftingdb command. The command will be going away since it is a leftover from when the crafting database would not update automatically provide the new database file when updating the game. To complicate matters the command itself would sometimes end up corrupting the crafting database because of how it would download the file. As such we will now be making use of steam to include the new database file when patches are released.

This about covers all of the major changes that are coming down the pipeline for the new patch!  As always, things are subject to change and feedback. If you all have any questions or comments feel free to let us know!
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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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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.

    Packages

    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

    Minimum:
    • 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
    Recommended:
    • 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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