World Beyond Gods

A live scene, not gameplay footage

Early Access

World Beyond Gods

When the gods left, the sky stopped turning

An online action RPG. You play one of two peoples who are not human, in a world where the sun has not moved since the gods left, and the Rifts in its sky grow angrier the more you fight.

PCOnlineFree until the endgame

The game

Three things that make this world its own

  • The highlands and the coast meeting along the Seam under the Girdle

    IIn development

    A world grown without gods

    The sun stands where it stood the day the gods left: low and amber over the highlands, high and pearl over the coast. Halls are grown from bone, towers from shell, and nothing here comes from Earth.

  • The living gem: a cut stone with six sockets and their links

    IIIn development

    A build that makes the role

    There are no classes. Your gems, your gear and the passive tree decide whether you tank, heal or deal damage, and rolled items with risky crafting mean two characters rarely match.

  • A Rift tearing the sky over the highlands

    IIIIn the game now

    Rifts that tear the sky

    Fight beneath a Rift and it angers, dropping its creatures from the sky until its boss descends. Beat the boss and the Rift pulls everyone who fought into a realm no one has seen before.

The Rift

In the game now

There is no meter. The sky shows the Rift's anger.

A Rift hangs over every farming valley, a faint violet scar that hums while it sleeps. Kill beneath it and it wakes. You never watch a bar fill; you watch the sky change.

The living gem

In the game now

Every skill you have sits in one living gem

Each character carries one living gem, cut with six facets. Your skill gems and support gems socket into it, and a support changes only the skill it is linked to.

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  • Six facets, one gem In the game now

    Each facet holds a skill at its head and supports in the sockets linked to it. The Core takes up to six gems; the smaller facets three or four.

  • Picked up, dropped in In the game now

    Drag a gem from your bag onto a socket that glows to take it. Your skill and support gems level from the kills they make; the living gem never does.

  • Rolled, crafted, corrupted once Planned

    Living gems will drop with their sockets and links rolled at random. Crafting adds and links sockets, and one corruption can give the Core a seventh.

Skills, gems and builds

The Hornbound highlands and the Tidecrowned coast along the Seam

The living world

Planned

A world that remembers what its players did

One shared world per server, shaped by everyone who plays on it. Trails wear into the ridgegrass, basins scar where Rifts are fought again and again, and towns grow on the trade that passes through them.

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  • Zones that remember Planned

    Where crowds walk, trails and ruts form. A land farmed too hard runs thin; a land left alone is taken back by what grows there.

  • The hidden ledger Planned

    The world keeps a count of what you have done and pays it back when you least expect it: a boss drops what it never drops.

  • Towns that grow with trade Planned

    Trade in Hearthrib or Shellmoor and the town grows, new buildings rise and its merchants level up. Let it go quiet and it declines.

  • Carts, fields and herds Planned

    Haul goods from town to town behind a loamstrider or a shellbearer, on a wagon you craft and upgrade yourself, and tend the land's herds.

The living world

Early Access

The alpha is the game, and it grows slice by slice

World Beyond Gods goes online with both starting valleys and grows every two to four weeks until the endgame is in. It is free until then.

  1. First slice

    Both starting valleys, online

    Emberfold and its town Hearthrib for the Hornbound, Saltglass Reach and Shellmoor for the Tidecrowned, each with its own quests and its own Rift.

    In development

  2. Then

    The capitals, dungeons and raids

    Cradlehorn and Whorlhaven, and the first dungeons and raids behind doors in the world.

    Planned

  3. Later

    The Seam, the north and the living world

    The shared lands where the two peoples meet, for levels 20 to 40, and the living world's systems as they land.

    Planned

  4. At the endgame

    The Rift-wound and the Rift ladder

    The endgame lands at levels 40 to 50, and harder Rifts opened with Riftstones. Then, and only then, a monthly subscription.

    Planned

The full roadmap How Early Access works