An isometric MMORPG you buy once. No subscription, one live server for everyone. Five classes, ten specialisations, keyed dungeons for one to five, world bosses, a ranked team arena, and the Bloodgrounds, the one zone where dying costs you everything you carried.

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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?

“Because an MMO is the one genre you cannot finish alone. I can measure damage
against a practice dummy, simulate every class rotation and walk the whole
level curve with a bot — and I have done all three — but none of it tells me
what a hundred real people do to an economy, whether the arena brackets hold
up against players who think, or which parts of the world nobody bothers to
visit.

Those questions only have answers once the server is full. Early Access is how
I get them while the game is still shaped enough to act on what they say.”

Approximately how long will this game be in Early Access?

“I am not going to give you a date I cannot keep. A rough intention: a year or
so, depending on what the test turns up and how many people are playing.

What I will commit to instead is a pace you can check. The build updates
regularly, every change is written up in plain language, and if that stops you
will be able to see that it stopped rather than having to guess.”

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

“I plan to add more world and more to do at the top of it: additional zones,
more endgame content, and depth on the systems already here rather than
replacements for them. A sixth class is something I plan to build.

Treat all of that as intention rather than guarantee. Early Access changes
plans — that is most of the point of running one — so buy this for the game
described on this page as it stands today, not for the paragraph above.”

What is the current state of the Early Access version?

“Playable and complete end to end. You can make a character, level it from 1 to
the cap at 30, and finish everything below.

- Five classes, each with two specialisations, and points to spend every level
- A continuous levelling world — every level from 1 to 30 has somewhere to earn it
- An eighteen-step story chain with cutscenes, running the length of the starter world
- Three keyed dungeons: solo, two-player and five-player
- World bosses, both scheduled and roaming
- Ranked 2v2 and 3v3 arena with a season ladder
- Full-loot open PvP in the Bloodgrounds
- Guilds, a guild vault, and outposts to hold
- A player market, direct trade, and a personal vault
- Gathering, crafting, and gear refinement to +12

Honest about the limits: balance is tuned against simulation and a closed
test rather than a live population, which is exactly what Early Access is for.

One thing to know before you invest in a character: there is a single wipe
planned, when the game leaves Early Access, with at least two weeks' notice
before it happens. One wipe, not a series — an economy that has absorbed a
year of balance changes should not be the one 1.0 launches on. That is the only
reset planned, and the commitment is written into the charter on the game's
website.”

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

“The price may rise at full release. If it does, everyone who bought during
Early Access keeps the game at no extra cost — you will never be asked to pay
twice.”

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

“Directly, and in public. There is a Discord where I read everything and where
bug reports get answered by the person who wrote the bug. The Steam forums
will be watched the same way.

Two things I will keep doing, because they are already how this gets built:
changes are written up in plain language rather than a version number and a
shrug, and when something is wrong I would rather say so on the store page
than have you find it yourself.”
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This game is not yet available on Steam

Planned Release Date: November 2026

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About This Game

Valdrys runs on a live server. The people you pass on the road are playing at the same moment you are, the market is stocked by them, and the guild that holds an outpost holds it against everyone else.

Every class carries two specialisations that pull it in genuinely different directions — not a damage number swapped for another.

  • Mage — Pyromancer burns a stacked pack down; Frostweaver controls it.

  • Archer — Warden works the whole field; Sniper answers one target at a time.

  • Paladin — Crusader grinds forward behind a shield; Sentinel holds the line for other people.

  • Nature Healer — Grovekeeper tends the party; Thornlord withers what it touches.

  • Holy Healer — Lightbringer is the dedicated healer; Inquisitor trades that for damage.

A drop is a starting point. The Aether Forge drives a piece from +1 to +12, gems go into sockets you drill yourself, and rolled affixes mean two of the same sword are never the same sword. Refinement costs stones you gather and craft — never coin — so a finished piece is a project, not a purchase.

  • The Ossuary — the solo dungeon. Four set-piece bosses and a warded prize chest.

  • Fort Amir — two players, built around interrupts you have to alternate.

  • The Stormrock Ruins — five players, and the deepest content in the game.

  • World bosses — some rise on a published schedule at a named place, announced to the whole realm. Others roam, and finding them is the hunt.

Open PvP, full loot. What you carry in is what you can lose, and what somebody else carries in is what you can take. It is the one zone in the game that plays by those rules, and it is entirely optional.

Team brackets, 2v2 and 3v3, with a season ladder. There is no solo queue on purpose — a tank and a healer have no answer to each other alone, and every ladder that ignored that learned the same lesson.

The Warden's Road runs eighteen steps through the whole starter world. Somebody is pulling the grave-iron out of the ward-line in the order it was laid, and writing down where. The Warden knows more than he is telling you.

Guilds with crests, charters, a shared vault and outposts to hold, A player-run market, direct trade, and a personal vault, Gathering and crafting across ore, timber and herbs, Slayer hunts and a town commission board
Waypoint travel you attune by walking there first

AI Generated Content Disclosure

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

Valdrys uses AI-generated content in one place: the login screen
background, a single static image of a moonlit ridge over a conifer
forest, generated with Google Gemini. It does not appear in gameplay.

Everything else in the game is hand-drawn, generated procedurally by
our own tools, or licensed from third-party artists under CC0, CC-BY
or commercial licences. All of it is credited on the in-game Credits
screen.

Parts of the game's code were written with the help of an AI coding
assistant. No AI-generated art, audio or written content ships in
Valdrys beyond the single background image described above.

Nothing in Valdrys generates content while the game is running.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.4 GHz
    • Memory: 4 GB RAM
    • Graphics: Any GPU supporting Vulkan or OpenGL 3.3
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Online connection required at all times — Valdrys is played on a live server and has no offline mode.
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Quad-core 3.0 GHz
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: Online connection required at all times.
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