Devlog #1: Why we're building a world, not just a game

2020-12-12 · From the vault

We could have built another MMO. We're not. We're building a world that persists, that scales, and that we don't fully control. This devlog is the first of many: we'll share what we're shipping, what we're thinking, and what we're not ready to talk about yet.

Everyone talks about polygon counts and texture resolution. We think the defining features of a real virtual world are different: persistent progression—what you do sticks, and it lives in our systems. Live operations—the world changes, not just on patch day. Real concurrency—people sharing the same space at the same time, not just matchmaking into isolated instances. And eventually: creator economies, social layers, identity that means something. A multiplayer world isn't just a game; it's part software platform, part place, part thing we're still figuring out.

We're not there yet. We're at the beginning. But we're aiming at the right target. The industry has spent decades making matches—rounds, sessions, lobbies that reset. We want to make a world that doesn't reset. Where the hard problem isn't "how do we make this round fun" but "how do we make this place credible, governable, and worth showing up to."


Why it matters

If we get this right, the world becomes more than entertainment. It becomes a venue for real coordination—learning, rehearsing, trading, gathering. Not because we're chasing buzzwords, but because that's what happens when a shared simulation is stable enough, fair enough, and open enough that people stop treating it as a product and start treating it as a place. We're building for that. It's going to take years. This is devlog one.

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