An old-school isometric MMORPG with no classes: the weapon in your hand decides what you can do. Train your skills by using them, hunt a hand-crafted world, and risk it all — die and you drop your entire inventory. Party up, found a guild, buy a house, and earn your place.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Elven Age is a persistent online world, and a persistent world cannot be finished in private. Balance, the pace of progression, the economy and the server itself only mean something once real people are living in it — no amount of solo testing tells me whether a hunting ground feels rewarding on the fortieth run, or whether losing your backpack to another player feels fair or infuriating. I am building this alone, and Early Access is how I get the one thing I cannot make by myself: a population. I would rather ship a small world that people are actually in and shape it with them than spend three more years guessing.”

Approximately how long will this game be in Early Access?

“I expect Elven Age to stay in Early Access for at least one year. That is a deliberate estimate rather than an optimistic one: the game is made by one person, and the roadmap below is measured in zones and systems, not in weeks. If the world grows faster than expected, I would rather leave it in Early Access a while longer than call it finished before it is.”

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

“The Early Access version ships with one starting zone. The full version is meant to be a continent: several cities, wilderness between them, dungeons worth organising a group for, and endgame content past the level range the starting valley covers.

Beyond more world, I plan to add:

- Crafting and gathering professions, and a player-driven economy to go with them.
- The remaining weapon families. Four weapon types currently have their own abilities; the plan is for all of them to.
- Guild content — guild halls, territory, and reasons for guilds to be at odds with each other.
- A full audio pass. Much of the game is currently quiet.
- Deeper character progression and a broader spell book.

These are intentions, not promises, and I will say clearly on the store page and in the patch notes whenever a plan changes.”

What is the current state of the Early Access version?

“The systems underneath the game are built and playable end to end. You can create a character and choose its body and colours, level up, spend attribute points, train six skills by using them, fight in real time with weapons and spells, die and lose your backpack, hunt in a party that splits experience by contribution, trade face to face with another player, found a guild and design its crest, buy a house and furnish it, store your gear in a city depot, ride a mount, and fill in a bestiary as you go.

What that content currently sits on is one starting zone: a valley with an elven treetop village, a forest, hills and multi-level caves, balanced for roughly the first fifteen levels. Combat is functional but still being tuned, several systems have no sound yet, and there is no crafting. Expect an unfinished game with finished foundations.”

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

“I plan to raise the price gradually as the world grows and major content is added. Buying during Early Access will always cost less than buying the finished game, and there is no additional charge to keep playing — the price you pay is the price you pay.”

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

“I read the Steam forums and the community Discord daily, and being one person means feedback has a very short path to the game: a balance complaint on Monday can be a live change by the weekend. I plan to post regular development updates explaining not just what changed but why, run public test rounds before large systems go live, and be explicit about what I am working on next and what I have decided not to do. The parts of this game most worth arguing about — how harsh death should be, how PvP should be policed, how fast skills should climb — are exactly the parts I want to hear about.”
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Planned Release Date: Q1 2027

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About This Game

Elven Age is an old-school isometric MMORPG where exploration, combat, and survival matter again.

There are no classes locking you into a single playstyle, no repetitive daily quests, and no predetermined path everyone is expected to follow. The world is yours to discover: venture into the unknown, uncover secrets, fight other players, and shape your character through the choices you make.

You are not here to work through a daily checklist.

You enter a world and decide what you want to do in it.

Your Weapon Is Your Class

You don't choose a class when creating your character. How you play depends on the weapon in your hands.

Pick up a sword and fight up close. Switch to a bow and attack from a distance. Wield a wand and fight with magic. Change weapons and completely change your approach — even in the middle of a fight.

Your skills improve by using them. Want to become a better swordsman? Fight with a sword. Want to master the bow? You'll have to train with one.

Your character doesn't follow a class. It follows the choices you make.

Combat Where Skill Matters

Elven Age features action combat, where your level and equipment matter — but so does your ability to actually fight.

We don't want battles to come down to who stuffed more healing potions into their backpack, or for five players to be required just to bring down one opponent who can endlessly heal through everything.

You'll need to move, position yourself, dodge, choose when to engage, and above all, learn how to use your weapon's abilities effectively.

Every ability has a timing and a purpose. Waste an important cooldown too early and you may leave yourself exposed. Save it for the right moment and it could turn the entire fight around.

Learn your cooldowns. Understand your weapon. Read your opponent.

A higher-level player will have an advantage, but level alone does not guarantee victory. If you know your character better, make better decisions, and capitalize on your opponent's mistakes, you can defeat someone stronger than you.

Having a powerful character isn't enough. You need to know how to play it.

PvP With Consequences

In Elven Age, meeting another player outside a safe zone can end in an alliance... or a fight.

Attacking and killing other players has consequences. The skull system marks those who spill innocent blood, prevents murderers from entering safe zones, and makes every hostile decision carry a price.

But the story doesn't necessarily end when you die. If another player kills you, a revenge debt is created between you, giving you the opportunity to settle the score later without becoming a criminal yourself.

Hunt them down, escape, defend your friends, or come back another day looking for the player who killed you.

Outside the safe zones, you never know whether the player coming down the road will become your next ally or your next enemy.

Death Matters

Leaving the safety of town means putting something at stake.

When you die, you drop your backpack and may lose a piece of equipped gear. The farther you venture and the more valuable the loot you're carrying, the more you stand to lose.

Every expedition eventually becomes a decision: keep pushing deeper with everything you've found, or turn back while you still can.

Making it home alive is part of the adventure.

Hunt, Explore, Grow Stronger

You don't need a quest telling you to kill ten creatures just so another NPC can ask you to kill ten more.

Sometimes you simply gather your friends, stock up on supplies, and go hunting.

Push deeper into a cave. Learn which creatures you can handle. Discover where the most dangerous enemies live, and decide how long you can keep hunting before it's time to head back.

Some hunting grounds will be ideal for training. Others may hide rare creatures, valuable rewards, or paths leading somewhere far more dangerous.

Your Bestiary records the creatures you encounter and hunt as you explore the world.

And the best hunting grounds won't always be sitting there waiting for you.

Other players may want them just as badly as you do.

Defend your hunting spot, share the territory, find somewhere else, or bring your party or guild and fight for control.

Sometimes the most dangerous thing inside a cave won't be the creature standing in front of you.

A World Meant to Be Discovered

Don't expect a quest marker to constantly tell you where to go next.

Conversations with NPCs unfold through keywords. Quests can lead into other quests, and some may only become available after you've uncovered something else first.

There are hidden chests, paths that lead somewhere for a reason, multi-level caves, and secrets that may remain undiscovered until someone curious enough finally finds them.

Some adventures can reward you with far more than experience: access to new hunting grounds, special items, outfits, and other hard-earned rewards.

Maybe you'll be the one who finds an entrance hundreds of players walked past. The one who solves a quest nobody had managed to complete. Or the one who finally discovers what's waiting at the bottom of a cave everyone thought they already knew.

The world isn't designed to be checked off a list. It's designed to be explored.

Make a Name for Yourself

In old-school MMORPGs, some of the greatest stories weren't written by the developers.

They were written by the players.

Be the first to defeat an epic boss. Reach a level that once seemed impossible. Discover a quest nobody knew existed. Find an incredibly rare item. Reach a place other players didn't even know was there.

We want to bring that feeling back.

We want achievements to become stories the community remembers. Years later, players might still remember who first defeated a legendary boss, who uncovered a hidden secret, or which group accomplished something everyone else thought was impossible.

But making a name for yourself doesn't mean you have to be the highest-level player on the server.

Maybe you're the killer everyone recognizes the moment your name appears on screen. The merchant who somehow always has what people are looking for. The explorer who knows every corner of a region. The hunter who's spent weeks chasing an incredibly rare drop.

Or simply that name players have seen so many times that they already know exactly who you are.

In Elven Age, we want your reputation to come from what you do — not from a title floating above your character.

Build a Guild Everyone Knows

A guild can become much more than a name above your character.

Create your own identity, design your guild emblem, and bring together players to hunt, explore, and fight alongside you.

Compete for the best hunting grounds. Protect your own. Make allies. Make enemies.

Maybe your guild becomes known for defeating bosses, uncovering secrets, or obtaining items few others possess.

Or maybe everyone knows your guild because you control one of the best hunting grounds on the server — and anyone who wants in will have to negotiate... or fight for it.

Guild rivalries are part of the world too.

Maybe one day, new players will hear stories about your guild before they've even met one of its members.

Hunt Alone... or Bring Your Party

You don't need to belong to a powerful guild to leave your mark.

Explore the world alone or form a party of up to five players and venture into more dangerous territory, with experience distributed according to each member's contribution.

Farther out you'll find caves, dungeons, increasingly dangerous creatures, and bosses that demand more than simply having a high enough level.

Some victories will be yours alone.

Others will require a well-prepared group.

And perhaps there will be enemies that leave half the server wondering for days how the hell anyone is supposed to kill them.

Find Your Place in the World

Get a house of your own, furnish it, and turn it into a recognizable part of the world.

Travel on mounts, fill your Bestiary by hunting creatures, and watch the world shift between day, night, and changing weather.

Train. Explore. Trade. Fight. Collect. Discover.

Chase the highest level. Become one of the best with your weapon. Complete your Bestiary. Hunt for rare items. Build a fortune. Lead a powerful guild. Or dedicate yourself to finding the things other players haven't discovered yet.

Because Elven Age isn't only about gaining levels.

It's about building a story other players might remember.

A Fair Game. No Pay to Win.

There's one thing we want to make clear from the beginning:

Elven Age will never be Pay to Win.

We know how quickly purchasable advantages can undermine competition, damage an in-game economy, and cheapen the accomplishments players worked for.

That's why we've chosen a different model.

Full access to Elven Age will be supported through a monthly membership, while the shop will focus on cosmetic content such as outfits, mounts, and other visual customization.

We won't sell power. We won't sell levels. We won't sell better stats or combat advantages.

If someone is carrying an extraordinary weapon, we want you to wonder where they got it.

If someone has reached an incredible level, we want it to mean they earned it.

And if someone just beat you in a fight...

we want it to be because they played better than you — not because they paid more than you.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some 3D character and creature models in this game were created with AI-assisted generation tools (Meshy) as a starting point, then hand-finished, rigged, textured, and integrated by the developer in Blender and Unity. Some quest dialogue text was also written with AI assistance and edited by the developer before being included in the game. No content is generated in real time during gameplay — everything players see is fixed at build time and has been reviewed and edited by hand.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit (version 21H1 or later)
    • Processor: Intel Core i5-4460 / AMD FX-6300
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 750 Ti (2 GB) / AMD Radeon R7 260X (2 GB)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • Sound Card: DirectX compatible
    • Additional Notes: Requires a permanent internet connection. Online-only game; there is no offline mode.
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-9600K / AMD Ryzen 5 3600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1660 (6 GB) / AMD Radeon RX 5600 XT (6 GB)
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • Sound Card: DirectX compatible
    • Additional Notes: SSD recommended. Requires a permanent internet connection.
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