Video Game Coming Soon
not actual gameplay footage
What if monsters were real? Not as abominations lurking in the shadows… but cunning predators hiding in plain sight? Influencing every aspect of our world in ways we would never dare to imagine? What if you became one of them?
Enter the World of Darkness.
In World of Darkness, vampires, werewolves, and monsters of many different kinds are all living among us: an entire supernatural world hidden in plain sight.
You are the monster, pretending to be human, fighting for survival and supremacy in a dark and mysterious world. Night after night you struggle to find your place in a baroque web of secrets, ancient conspiracies, and modern upheaval. In the quest for power, you leverage every asset, from arcane abilities to simple diplomacy, seduction, and street smarts.
In World of Darkness, the horror is personal. You are not the victim running from monsters. You are the monster, the anti-hero afraid of what you’re capable of should you give in to your inner conflicts. The grotesque and sublime mix as tales of mystery and horror unfold with deep reflection over moral consequences and the limits of humanity.
In World of Darkness, nothing is as it seems, yet everything is connected. Eternal life, supernatural power, even dominion over exclusive cabals that secretly influence the world, are yours for the taking… if you can survive.
Starting off as a human with no more than a stick as a weapon, you follow your storyline to get Clawed into a Werewolf, Bitten into a Vampire, Awoken as a Mage, or Trained into a Hunter all while you level up your character and equipment and rank trying to survive the World of Darkness.
not actual gameplay footage
Generic Dynamic
Game Engine Type | Unreal Engine 5 |
Theme | World of Darkness |
Time Period | Dark Ages |
Age Rating | 18+ |
Style | Open World MMO |
Quests | Yes |
Missions | Yes |
Guilds / Sects | Yes |
Lootable Mobs | Yes |
Raids | Yes |
PvP | Yes |
PvE | Yes |
Crafting System | Yes |
Currency System | Yes |
Swimming System | Yes |
Climbing System | Yes |
Leaderboard System | Yes |
Leveling System | Yes |
Cross Platform | Yes |
not actual gameplay footage
In-Game Understanding
Sects/Guilds | A sect is a social organization of players, usually composed of multiple classes that form a league or compact. Each sect has a dogma and an objective its members seek to attain. Most often it’s dominance. |
Item Drops | Item drops often have fixed types within the game. Some of which are: · Experience: enemies turn into experience upon death. · Weapons & Armor: enemies drop loot upon death. · Crafting Materials: enemies drop mats upon death. |
Raids | A raid is a type of mission in massively multiplayer online role-playing games where a number of people attempt to defeat either: another number of people at player-vs-player, a series of computer-controlled enemies in a player-vs-environment battlefield, or a very powerful boss. This is the most popular approach to gathering items you otherwise couldn’t retrieve on your own. |
Mortal Status | As an average mortal, you can never be killed by another player. However, you can be killed by mobs (in-game characters created to gain XP upon their death). Mortals also feel things like hunger and thirst, and unless satisfied you will die. XP Rate Total: +0% |
Unclassed Avatar | An unclassed avatar is like your average mortal in regards to strength, but you cannot be killed by mobs (in-game characters created to gain XP upon their death). Instead you become “incapacitated” with -10 HP. Unclassed Avatars may PK Classed Avatars or Unclassed Avatars within the PK Rating Limitations. Only Unclassed Avatars can get classed. XP Rate Total: +25% |
Classed Avatar | A classed avatar is a player who has chosen to be either a Werewolf, Vampire, Mage, or Hunter. XP Rate Total: +50% |
Player Killing | Once they target is incapacitated, which is -15 ~ -5 HP range, each Class has their style of removing heads. Werewolves bite the head off. Vampires rip it off. Mages incinerates just the body. Hunters decapitate with their sword. |
PK Rating | Being the best in whatever you do is usually everyone’s goal. Players are able to attack other players with the same PK Rating as you or Higher. For every player you successfully kill, your PK Rating will increase by one. Every time you are killed, you will lose a PK Rating. |
Administration Staff | Admins will be viewed as “An Immortal” unless incognito mode is turned off. Admins have full power to do as they see fit. Even BAN players if need be. |
actual in game weaponry
Weapons & Classes
Classes | Werewolf, Vampire, Mage, Hunter |
Weaponry | Swords, daggers, shields, staves, claws, fangs, crossbows, hand2hand, maces, axes, whips, polearms, magic. |
not actual gameplay footage
Level of Ability Limited to Time in Game
Level | Hours In Game | Max Power Capability |
01 | 0 ~ 50 | 5 |
02 | 51 ~ 100 | 8 |
03 | 101 ~ 199 | 11 |
04 | 200 ~ 999 | 13 |
05 | 1,000 ~ 4,999 | 14 |
06 | 5,000+ | 15 |
not actual in game footage
Age Ranks by Class
Level | Werewolf | Vampire | Mage | Hunter |
01 | Cliath | Fledgling | Initiate | Newbie |
02 | Fostern | Neonate | Disciple | Apprentice |
03 | Adren | Ancillae | Apprentice | Adept |
04 | Athro | Elder | Adept | Experienced |
05 | Elder | Methuselah | Master | Professional |
06 | Legend | Legend | Legend | Legend |
Classed Avatar Power List
Power | Werewolf | Vampire | Mage | Hunter |
Invisible | Owl | Obfuscate | Mind | Innocence |
True Sight | Hawk | Auspex | Spirit | Visionaries |
Travel | Beetle | Presence | Correspondence | Redeemers |
Transform | Luna | Animalism | Prime | Waywards |
Strength | Boar | Potence | Matter | Avengers |
Speed | Lynx | Celerity | Time | Judges |
Armor | Rhino | Fortitude | Life | Defenders |
Attack Ability | Wolf | Blood Magic | Forces | Hermit |
not actual in game footage
Class Weaknesses & Strengths
Class | Weakness | Strength |
Werewolf | Silver, Speed | Power |
Vampire | Fire, Magic | Speed |
Mage | Power, Speed | Magic |
Hunter | Magic | Defense |
Class Description
Werewolf | Werewolves are shapeshifters who change from human to wolf form—adopting many intermediary forms if they so choose. They are physically more powerful than most living creatures, and are immune to many of the ailments and diseases that plague their human and wolf cousins, but they’re still living beings and they can still die. Werewolves heal much faster than normal humans, and as half-spirit beasts designed for battle, they’re exceptionally hard to kill. Most werewolves are theoretically capable of reaching the several hundred-year mark or even beyond. It is a rare occurrence, however, that a werewolf has the luxury of dying from old age. They are pack animals with complex tribal social structures. Werewolves are expected to embark on quests and missions to help the sect and tribe, guard caerns from attack, lead and look after those lower in the station—as their Litany requires. |
Vampire | The Cainites (also called Kindred), are descendants of Caine (the Biblical Cain), cursed with a thirst for blood, vulnerability to sunlight and immortality. They are forever subject to the Beast, their raging animal urges of hunger, fear and rage. Cainites generally live in cities, which are run feudally by Princes; life in a city is one of constant political manipulation and paranoia, as the powers of the city vie for power, control and food. They are creatures ruled by fear, most importantly the fear of exposure to the Kine, everyday humanity. Since the Inquisition the majority of the Cainites have lived under the Masquerade, an enforced campaign to hide the existence of their kind from humanity. In modern nights various scientific minded members of the species have classified their kind as Homo Sapiens Sanguineus, Homo Sapientissimus or even Homo Vampiricus. |
Mage | Every human being has a single spark of supernatural potential. Most people, known as Sleepers, don’t know they have this. They don’t care and want to get on with their lives as if it didn’t exist. Some people though, figure out what that spark is. That spark is very important, because sometimes that potential activates and the normal everyday, average mortal Awakens. What does this Awakening mean? Well, it can mean a lot of things. It might mean a conversation with God, the finding of the perfect bit of blotter acid, or the realization of a theory that had been bothering the Awakened for years. In short, you come to a realization. Your belief shapes your world around you. What happens when you force yourself to change your beliefs? Your world changes. |
Hunter | Hunters were explicitly ordinary people who faced a moment of crisis; in this moment, they briefly viewed the world as it really was – that monsters like Vampires, Werewolves and wizards existed and preyed on humanity. At that point, given the choice to flee or stand and fight, a Hunter chose to act, and was Imbued. The “action” could be anything: attack, defend, negotiate, evacuate innocents, or even simply resolve to act when they’re better equipped to do so—anything but passivity or retreat. Hunters had several supernatural gifts from the Messengers, their mysterious sponsors: supernatural abilities in the form of Edges, the ability to understand the mysterious shared language of Hunter Code and the ability to recognize and withstand mind control and illusions from monsters. |
Werewolf Tribe List
Bone Gnawers | “Pride, Status, Riches, these do not matter, the only thing that matters is that you Survive.” The Bone Gnawers are all about survival. Stereotypically they are your homeless, your downtrodden, the mutts of the Garou nation. They are often looked down upon, but they have little use for status and royalty, they are too busy surviving in the wasteland of the cities and the places no one else can stomach. |
Black Furies | “For too long, Man’s leadership has despoiled the wild places – we will allow this no longer.” The Black Furies are an exclusively female tribe (except for their metis, males of which are allowed to remain in the tribe). These warrior women are often associated with the amazons and with greek culture. They are protectors of the wild places, women and children the world over. They are sometimes the victims of abuse themselves, and this can sometimes lead to lasting scars, emotional as well as physical. |
Children of Gaia | “The disease that plagues the earth mother is not a cancer that can be cut out with claws; violence only spreads the disease further, so we must temper our rage if we are to save the patient.” They are the pacifists in a warrior culture. The degree of this varies, from those who see violence as a necessary evil, to those that refuse to lift a claw even if their life depends on it. |
Fianna | “Life must be lived to the fullest, lest we die before we are dead.” The Fianna are traditionally of Gaellic heritage, warrior-poets who sing and dance and fight, and aspire to live up to all the legendary stories of their culture – including conspiring with the Fae. |
Get of Fenris | “The strongest must lead, we are wolves, we will all perish if we coddle those who cannot keep up.” The Get of Fenris are largely Germanic and Viking in their ancestry, and their view of things is absolutely “might makes right”. They value strength above all else, and aspire to die well in combat so that they might join their bretheren in Valhalla. |
Glass Walkers | “The Weaver is not the enemy, it’s tools can be our own.” One of the two Urrah (city) tribes, where as the Bone Gnawers survive in any conditions, the Glass Walkers have chosen to adapt the conditions to them. The ultimate in tech-werewolves, they have not only learned to survive with the tools of humanity, they have made them their own. From techno-fetish weapons to grafting rocket launchers onto a wolf’s back, nothing is beyond the reach of a Glass Walker. |
Silver Fangs | “We rule by divine right, as we always have, only under our leadership can the Garou Nation hope to save our mother.” The ancestral kings of the Garou nation, they descend from the Alpha of the first pack of werewolves (if you believe their stories). They rule by divine right (again, if you believe them). They are careful about their breeding and highly protective of their bloodlines, however in recent times this inbreeding has had… side effects, and many of them have suffered from… mental issues. |
Shadow Lords | “We must step up and lead, because only under our leadership can the Garou Nation hope to save our mother.” The ancestral right hand of the Silver Fangs, descended from the Beta of the first pack, they traditionally were the ones that “got their hands dirty” and did the things that the Silver Fangs couldn’t afford to be caught doing, but which needed to be done. The ultimate meritocracy, they believe that whoever is most capable should rule – and they have in recent times decided that is no longer the Silver Fangs, but themselves. |
Silent Striders | “The road is long, but there is wisdom in the journey.” Cursed by Set, they are endless wanderers, they cannot rest in their homeland of Egypt anymore, and they cannot find a new home to settle down in. They have made the road their home, and they are always travelling. With strong ties to the dead, they often find companions on their travels, living and otherwise. |
Red Talons | “The weight of humanity is to much for Gaia to bare, we must lighten her burden if she is to saved.” A tribe made up entirely of Lupus (wolf born) werewolves, they hate humanity. They’d love bender were he not a robot… they fully believe that everything would be fine if we just killed all the humans. They reject humanity and technology entirely. |
Uktena | “The wyrmcomers do not understand that with which they tamper, we must keep the old ways to ourselves lest the others bring destruction upon us all.” One of the three tribes of native americans (of which 2 remain). The Uktena are the wise seers, the mystics, the ones who have trapped all sorts of evil spirits over generations, and which no longer have the numbers to keep those spirits trapped… |
Wendigo | “The wyrmcomers will take all that they can, we must take back what is ours.” The other surviving native tribe, the Wendigo live in the frozen north, and they are filled with hatred for those that have taken over their lands and persecuted their people. They bring the icy chill of cold vengeance wherever they can. |
Stargazers | “The wisdom of the east shows us the way to balance in all things, including ourselves.” A tribe that is very rare here, most of them live in the east as part of the beast courts, they are Asian werewolves that are very introspective, with their own style of martial arts unique to werewolves (Kaliando) |
Vampire Clan List
Assamite | Silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor. |
Brujah | Once philosopher-kings of an ancient civilization, but are now rebels and rogues with a fearsome inclination toward frenzy. |
Gangrel | Bestial and untamed, often coming to resemble the animals over which they demonstrate mastery. |
Hecata | An insular, extended family of vampires who practice the art of commanding the dead while commanding global finances. |
Lasombra | Proud nobles who command the very essence of darkness and shadow — to the point of worshipping it, some say. |
Malkavian | A clan fractured by madness, each member irrevocably suffering under the yoke of insanity. |
Followers of Set | A religious movement that evangelizes the example of a chthonic god, while seeking out the world’s secret places and protecting ancient artifacts. |
Nosferatu | Hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect. |
Ravnos | Nomads and tricksters who can force the mind to see what isn’t there, though they are slaves to the vices they indulge in. |
Toreador | Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls. |
Tremere | Vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice. |
Tzimisce | Eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim. |
Ventrue | Observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others. |
Mage Traditions List
Ahl-i-Batin | The Ahl-i-Batin, or Batini, are a group of Arabian mages that practice mainly magic with a strong focus on subtlety. Former holders of the Seat of Correspondence and a founding member of the Council of Nine, they withdrew their membership early on in the 20th century in order to focus on the maintenance of the Web of Faith and the protection of the Middle East against the Technocratic onslaught. |
Akashic Brotherhood | The Akashic Brotherhood, also known as the Akashayana Sangha (“Order of the Vehicle of Akasha”) or just the Akashayana, is a Tradition of mages masters of mind, body, and spirit pursuing the arts of personal discipline. They believe that mind, body and spirit are all part of the larger whole of the person, just like at the same time that person is part of the whole of the universe. In other words, conflict, is an illusion, and the same can be said of identity and dispute, so when mind and body harmonize, the soul follows them. By honing their bodies, these mages make a temple for the mind that ultimately brings the comprehension of the spirit. The Brotherhood uses simple tools — exercise, meditation, practice and study — to refine the simple man into a brother of knowledge. |
Chakravanti | The Chakravanti were a fellowship of Indian death mages, who later became part of a larger Tradition. This Tradition was also called the Chakravanti initially, although its name was later changed to the more Greek Euthanatoi (of which the Chakravanti are a faction). |
ChÅ“ur Céleste | The Celestial Chorus is a Tradition of mages united by their efforts to touch the Divine as well as their belief in the One and Prime from which all things originate. Closely tied to the God of Abrahamic faiths (although its beliefs actually originate from the Ancient Egypt monotheistic god Aten), the One represents the source of all Creation and all Creation is believed to be a part of the One. Humans in particular carry shards of the divine within them, though it is known by many names: the divine flame, the soul, the Avatar. It is this connection which the Celestial Chorus believes enables them to clearly hear the One’s song and to shape Creation. While their faith is essentially monotheistic, it is accepted that the Divine has many facets and can be expressed through any number of names, religions, and creeds. Members of many faiths and denominations (including a variety of soft polytheists) come together in worship and service of the One, accepting that each person has their own path to the One. Of course, this ideal remains a work in progress and the Singers’ history has been one of divisions and compromises, holy wars and martyrs, sacrifice and rejuvenation. |
Dream Speakers | The Dreamspeakers are a Tradition of mages consisting of individuals who practice shamanism, communing with spirits as part of their magic and existing as intermediaries between the Mortal World and the Spirit World. It is one of the most diverse Traditions, with those representing the ancient cultures of African, Native American, Inuit, and Aboriginal Australian societies standing alongside practitioners of Shinto, independent spiritual savants, and descendants of other forgotten tribes and civilizations. Though originally shoehorned into a single group by the other, Eurocentric Traditions, the disparate cultures within the Dreamspeakers have found common ground in their respect for and dedication to the balance between physical and spiritual reality. As the Gauntlet has grown thicker and the Spirit World more dangerous, the shamans’ duties have become increasingly harder. But whereas other mages tend to overlook matters of spirit and Sleepers forget them altogether, the Dreamspeakers were born to walk the middle ground; to see and hear what others do not, and to fill roles still very much needed in the modern world. |
Order of Hermes | The Order of Hermes is one of the pillars of the Traditions. A Fellowship during the Dark Ages, it draws upon a potent fundus of magical knowledge and has shaped occult history to great deals. Its failings, however, are equally grand. Hubris runs strong within the elitist Order, and with the Reckoning, many of their traditional ways are challenged. Old, carefully hoarded secrets are gone forever in many cases, while mystical items and powerful patrons are destroyed or locked away beyond the hostile Gauntlet. The survivors on Earth can only hope to remember their teachings and learn all that they can. The Order will survive, but it may not be the same Order that it once was. |
Cult of Ecstasy | The Cult of Ecstasy (also known as Sahajiya, a term derived from the Sanskrit word Sahaja which literally means spontaneous or natural) is a Tradition of mages and visionary seers who transcend boundaries and limitations through sacred experience. To achieve that, the Cult uses things like drugs, music and sex, but they are just means to an end. The objective is to achieve a mental state that transcends the physical world, a trance that allows the mage to see beyond his normal experience and go outside all the lines that keep most people and mages penned in. Cultists take the word ecstasy in its original meaning: a sudden, intense rush of feeling that catapults the subject into an altered state. It does not have to be a pleasant feeling, but given a choice, most Cultists definitely prefer it that way. The Cult of Ecstasy breaks down barriers and self-imposed limitations to give people a rush of eye-opening experience. |
Solificati | The Solificati, also known as the Children of Knowledge (among many other names), are a group of mages notable for being founding members of both the Order of Reason and the Council of Nine Mystic Traditions. Their time among both factions, combined, only amounts to 15 years. While many went their separate ways, several of them regrouped and called themselves the “Children of Knowledge”, hoping to hide their Solificati origins. Since then, they have kept to themselves, being secretive for fear of retribution, staying out of the conflict between the Traditions and what is now called the Technocratic Union. With time working against them, however, they soon had to choose sides or perish. |
Sons of Ether | Key to the Sons’ paradigm is Science (the word is always capitalised to distinguish it from the science of sleepers). Exotic theories of orgone fields, hypercombustion chambers and etheric transmission matrices enable the Etherites to create even more weird and wonderful devices. Their Science almost always has a baroque feel, as if it leapt from the pages of pulp fiction or Victorian sci-fi – death rays, robotic servants built of brass and powered by clockwork and fantastic space or aquatic vehicles spring to mind when others discuss the Sons of Ether. The Sons of Ether see the science of the Technocracy with disdain, abhorring its static view on the nature of things. Scientific practices are not predictable mechanisms that can be recombined in a near endless rate, but a dynamic and chaotic process. As the Kitab Al-Alacir teaches: Everything is true. Anything is possible. |
Verbenae | The Verbena is a Tradition of mages dedicated to preserving the ancient crafts and wisdom passed down over the ages by witches and warlocks, druids and druidesses, shamans, mystics, and priests and priestesses of the Old Gods. Though modern Verbena have some similarities to Wiccans, they are inheritors of far older legacies from disparate cultures originating around the world. Regardless of their many differing faiths and customs, the Verbena share many principles in common. This includes a deep respect for the Earth and the natural order, a holistic view of people and the world as intrinsically intertwined, and the belief that power and understanding can be found by embracing life in all its passions and pains. Of all the Traditions, the Verbena are perhaps most challenged by the changes brought to the world by advancing technology and expanding civilizations. Each member must find a way to apply the lessons and practices of the old ways to the modern world, or be seen by both mages and mortals as merely a fringe practitioner of a dying craft. |
The Financial Demands
Cost | Purpose |
$2,495 | Basic Game Packages |
$3,505 | Advanced Custom Packages |
$4,000 | Marketing & Advertising |
$10,000 | Fundraising Goal: 375 Revenue Sharing NFT Sales |
Cost | Game Package Name |
$35 | Leveling Multiplayer Template |
$40 | Mission Multiplayer Template |
$40 | Lobby Multiplayer Template |
$40 | AI Multiplayer Template |
$150 | MMO Kit |
$20 | Simple&Clean MMORPG full UI |
$150 | Ultimate Dungeon Bundle |
$30 | Modular Medieval Town |
$175 | Ninja Pro MoCap Pack |
$20 | Game Basics: Currency’s, Health, Mana and more! |
$40 | Advanced Game Mechanics |
$40 | Ultimate Weapons Bundle |
$25 | Magic Spells and Explosions |
$15 | Fast Travel System |
$15 | Death Area System |
$15 | Dodge and Evade Anims |
$25 | Get Away System |
$50 | Enhanced Multiplayer Rolling |
$45 | Climbing Component |
$35 | Grapple Hook System |
$200 | Tempest Combat Framework |
$15 | Basic Level System |
$40 | Multiplayer Crafting Kit |
$50 | Mage Bundle |
$250 | Dynamic Footsteps Audio System |
$200 | Male NPC Pack |
$200 | Medieval Knights Pack 2 |
$250 | Enterable Medieval Houses |
$75 | Tropical Nature |
$45 | Swimming System |
$35 | Quest System |
$25 | Perk System |
$30 | Leaderboards Integration |
$40 | Flexible Combat System Basic |
$35 | Close Combat Animset |