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online Last activity: 2026-08-02 22:26

REALMSTORM

Location 🇺🇸  United States

On Platform since 2026-07-29

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REALMSTORM

About

REALMSTORM

REALMSTORM is a pre-alpha seasonal Race-versus-Race MMORPG for PC, built around a three-month competitive world cycle. Four playable races, Humans, Undead, Orcs, and Chaos, enter a new world, capture territory, build cities, develop an economy, and fight for control of the central castle. At the end of each season, one race is crowned and the world is destroyed.

THE PRODUCT

Each 13-week season follows four acts: initial expansion, economic consolidation, large-scale territory warfare, and the final battle for the crown. Players can contribute through either PvP or PvE. PvP determines who controls territory, while PvE generates the resources, crafting output, and economic capacity required to hold it.

When a season ends, levels, equipment, gold, territory, and seasonal currencies are reset. Permanent prestige survives, including titles, engraved names, crafting reputation, cosmetics, and winner regalia. The result is a genuinely fresh competitive world without years of accumulated economic inflation, unreachable veteran power, or permanent faction imbalance.

Sieges operate during scheduled regional windows across the Americas, Europe, and Asia. This prevents night-time territory captures and concentrates players into predictable large-scale battles. The world also includes underdog systems, diminishing returns for excessive territorial expansion, and a non-player Storm that pressures whichever faction controls too much uncontested land.

COMPETITIVE ADVANTAGE

Most MMORPGs attempt to preserve one world indefinitely and continuously add progression on top of it. REALMSTORM uses the reset as the product's central mechanic and as part of the fiction. Every season has a clear beginning, climax, winner, and ending.

This structure creates several commercial and operational advantages:

• Returning players can re-enter on equal terms at the beginning of every season.

• New players do not face years of accumulated character and economic power.

• Each season can introduce new races, classes, locations, rules, and cosmetic collections.

• Balance problems and economic inflation are contained within a single season.

• A fresh seasonal database reduces long-term technical and data complexity.

• Quarterly launches create recurring reactivation, marketing, and monetization events.

REALMSTORM is designed for mass faction warfare rather than isolated one-versus-one balance. Its four races are deliberately asymmetric and use different economies, leadership structures, combat doctrines, and methods of supporting their armies.

BUSINESS MODEL

The game sells access, status, and seasonal content, never combat power.

A free version provides one playable faction, hunting areas, outposts, basic marketplace access, and basic cosmetics. The planned $50 Season Pass unlocks all factions, the complete level cap, leadership systems, advanced crafting, the full marketplace, the seasonal finale, and the seasonal reward track. A planned $90 premium package adds cosmetics, additional reward content, and convenience features without providing combat advantages.

Stats, health, damage, victory points, resources, and competitive power will not be sold.

TECHNOLOGY

The planned architecture uses Unreal Engine 5 authoritative dedicated servers, PostgreSQL, Redis, isolated seasonal world databases, and a separate permanent account database for cross-season prestige. Server-authoritative item ownership, atomic transactions, escrowed trades, idempotency controls, and a mutation ledger are planned to protect the full-loot economy from duplication and unauthorized item creation.

The technical program begins with a Phase-0 validation stage covering combat, territory warfare, network architecture, and progressively larger automated-player benchmarks before full-scale production.

TEAM AND EXPERIENCE

REALMSTORM is led by Founder and CTO Evgeny Netuk. His background combines AA game-development under a franchise "Warhammer 40000", leadership with various skills. He served as CTO at Area of Games, the holding group associated with Owlcat Games.

This combination is directly relevant to REALMSTORM. The project’s primary technical challenge is a secure, server-authoritative seasonal economy capable of supporting large-scale warfare, crafting, trading, full-loot transportation, and quarterly world resets without duplication or economic corruption.

CURRENT STAGE AND PARTNERSHIP OPPORTUNITY

REALMSTORM is currently in pre-alpha and is preparing for technical validation and vertical-slice production. The financing plan is structured in three performance-based stages totaling $36 million. The current first-stage requirement is $14 million for Phase-0 validation, the core team, the vertical slice, network and economy architecture, and the start of full production.

We are seeking:

• Lead and strategic investors

• A publishing and distribution partner with PC and MMORPG experience

• Senior Unreal Engine, backend, network, and MMO infrastructure specialists

• Strategic partners for user acquisition, community development, LiveOps, and global launch

The objective is to build a repeatable seasonal MMORPG platform in which every quarter produces a complete competitive experience, a new monetization event, and a reason for both returning and new players to enter the world on equal terms.

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