MITHRALL
A hardcore open-world PvP sandbox. Full-loot death, base building, and an action-driven crafting system you actually do in the world.
A world that remembers.
Mithrall is what you get when you take Albion Online's player-driven economy and sandbox depth, Rust's hardcore PvP brutality and full-loot stakes, and World of Warcraft's sense of a world worth living in. A massive open realm, run by players, fought over by players, built by players.
You drop in with a hammer, a bedroll, and the freedom to make something that lasts: a forge, a hold, a clan, a stretch of road that other players have to think twice about crossing. Death takes everything. The world doesn't soften the edges — and that bite is exactly what makes the genre thrive.
Crafting isn't a menu. You walk to the anvil, you swing the hammer, you shape the metal in the world. Action Crafting turns every weapon, every wall, every brewed potion into a moment you actually played, not a dropdown you clicked.
Six things we refuse to compromise on.
Hardcore PvP, Full Loot
Death has weight. Every fight is for keeps. We take cues from Arc Raiders and Rust because that bite is what makes the genre thrive — even the players who complain about it stay for it.
Open World
A seamless realm of mountains, forges, deep mines and surface kingdoms. Every region has its own ecology, factions and secrets — and players shape what each one means.
Action Crafting
No menu, no dropdown. You walk to the forge, swing the hammer, shape the metal in the world. Every craft is a real moment you played, not a button you held.
Base Building & Terraforming
We took Rust's building system, deepened it, and added Terraforming on top. Reshape the ground itself — carve out a hold, raise walls into the rock, dig down into the mountain. Build something that lasts and is yours.
Player-Driven Economy
Every weapon, wall, ration and rare alloy comes from a player's hands. Markets, trade routes and territory disputes all run on what real players are making — and what they're willing to defend.
A Living World
Procedural seeds, hand-tuned encounters, dynamic territory. Servers that keep state between sessions. The world doesn't reset because you logged off.
Lore, devlog & press kit.
Two minutes of iron.
From spark to fortress.
Pre-Alpha
Vertical slice running internally. Action Crafting, full-loot PvP loop, base building, single contested region.
Open Beta
Public Open Beta. Player-driven economy live, expanded territory, clan systems, broader PvP map.
Launch
Full release. Continuous content. The forge stays lit. Date will be announced when the game is ready, not before.
Forge with us.
Wishlist on Steam. Join the Discord. Get into the next playtest. Help us shape the world before it's set in iron.
