Classic MMO roots
Quests and levels, dungeons and named enemies. Loot, crafting and distinct party roles form the foundations of the planned game systems.
A new adventure. A familiar feeling.
A single-player RPG.
Offline. With an MMO feel.
A fantasy adventure for you alone – entirely offline.
Discover quests, dungeons and loot with the familiar feel of classic MMORPGs.
In development Developed with the Godot Engine
Back to the adventure
The next level. A path you have never taken. An enemy whose name you would do well to remember.
EVILGARD captures the familiar feel of classic MMORPGs: quests, classes and party roles, dungeons, loot and crafting. All brought together in a self-contained single-player fantasy RPG.
Its stories, dialogue and character responses are written by hand. The world is designed without content generated during play or runtime language models.
These glimpses outline my vision for the game. EVILGARD is in development, and not all of these systems are complete yet.
Between the coast and the Old Watch
A small island.
More than a beginning.
Morgenwacht sits along a local sea route: an island harbour, a small settlement, fields and woodland, with traces of the past woven through it all.
A path leads from the beach to the harbour. Beyond the houses, the wilderness begins. Further afield, the Old Watch and countless secrets await your discovery.
“A small place that would still be here, even if you had never arrived.”
Notes on an arrivalMorgenwacht · Starting island
Salt in the air. Ships at the quay. Your first step into a new world.
Everyday life shaped by the sea, the fields and the people who call this island home.
Away from the settlement, the island grows quieter. Not necessarily safer.
Explore the Old Watch and uncover countless secrets and hidden places. Not all reveal themselves at first glance.
Not every detour is a wrong turn.
Familiar roots. A world of your own.
Six guiding ideas.
What makes the adventure.
Quests and levels, dungeons and named enemies. Loot, crafting and distinct party roles form the foundations of the planned game systems.
Your adventure works without an always-online connection or cloud services. You play your own single-player RPG in a world with handcrafted story companions and independent economic actors.
Stories with a voice of their own. Quests, dialogue, humour and reactions are deliberately written, without generative AI running during play.
Gatherers, traders and crafters are intended to bring the world to life with real resources, personal inventories and periods of rest. They do not simulate independent quest or dungeon adventures.
Explore the living worldCaves, mines, crypts and ruins are part of the world I am building. So are smugglers’ hideouts and secrets for those who take a closer look.
Fighter, Scout, Priest and Mage are the core archetypes. Further specialisations are planned to build on these foundations.
EVILGARD combines your single-player adventure with a living world of gatherers, traders and crafters.
The autonomous AI player concept has been revised: I am developing them as economic actors who follow their own routes, gather resources and rare finds, and maintain real inventories. Later, they are intended to participate in the market and crafting systems.
The established story companions are unaffected. They join you as full party members with their own stories, dialogue, character development and intended roles in combat and the narrative.
The revised system is in development. Economic actors do not complete their own quests or dungeons as fully simulated player characters.
How the world will come to life
Gatherers, traders and crafters move independently through the world. Their gathered resources and rare finds belong to real inventories, which are intended to connect to the market and crafting systems later.
These actors do not move endlessly from one task to the next. They also spend time in villages, rest and engage in activities that look like ordinary daily life.
Enemies can attack them in the wilderness. In critical situations, calls for help are intended to trigger small regional events. Nearby economic NPCs may intervene; patrolling road guards can support players and NPCs in their vicinity.
Current glimpses of the world, combat and special genre shifts. All eight images were captured directly from ongoing development.
Work in progress – not final. Graphics, interface and game content may still change. The Point & Click images show an experimental section. Select an image to enlarge it.
Exploring Morgenwacht, with magic, discoveries and combat alongside companions.

A view between timber-framed houses and stone walls.

Books, candlelight and glowing runes in a magical study.

A combat moment with fire magic and companions.

Fighting together: tanking, healing and magic at the forest edge.

A party in combat among torches, stone walls and stairways.
EVILGARD changes genre at special moments. This image shows top-down naval combat, also captured during ongoing development.
Another glimpse of a genre shift: the still experimental Point & Click section with action verbs and an inventory for collected items. Shown here with German and English controls.
Good to know
Your questions
about EVILGARD.
EVILGARD is a fully offline single-player fantasy RPG with classic MMO roots. Economic actors are intended to bring the world to life as gatherers, traders and crafters. They are not other people playing online and do not undertake autonomous quest or dungeon adventures.
The goal is a self-contained RPG with no always-online requirement and no dependence on cloud services. Early Access is available on Steam from mid-November 2026.
No. Stories, dialogue and responses are written by hand. EVILGARD is designed without runtime language models or live-generated dialogue. Independent NPC behaviour does not mean that stories or conversations are generated during play.
They are intended to gather resources and rare finds independently, maintain real inventories and later participate in the market and crafting systems. Their lives also include rest and everyday activities in settlements. When in danger, calls for help can trigger small regional events; other economic NPCs and road guards nearby may help. Autonomous quest or dungeon simulation is not planned for these actors.
Yes. The revision applies only to the previously planned autonomous AI players. The established story companions remain full party members with their own stories, dialogue, character development and intended roles in combat and the narrative.
EVILGARD enters Early Access on Steam from mid-November 2026. Development will continue throughout this phase.
Yes. The screenshot section contains actual images from ongoing development: the world and combat, naval combat as a genre shift, and a still experimental Point & Click section. All images are work in progress, not final. The large title image on this website remains illustrative artwork, not a gameplay screenshot.
View screenshots ↗On Windows, DirectX 12 is the primary renderer. Vulkan remains available as an alternative. The graphics settings show the active API and let you switch when needed. Switching requires a game restart.
Yes. NVIDIA DLSS Super Resolution, DLAA and NVIDIA Reflex are fully integrated and extensively tested. Available options depend on the compatible NVIDIA RTX graphics card, driver and renderer.
Yes. AMD FSR 3.1.5 under DirectX 12 and the FSR 3.1.4 path under Vulkan are fully integrated and extensively tested. Available options depend on your hardware and the active renderer. FSR 4 remains an experimental exception.
FSR 4 is technically integrated but remains experimental. Suitable test hardware is unavailable, so FSR 4 has not yet been tested in practice. Its rendering path is enabled only when the official AMD provider is available on the hardware in use.
NVIDIA Frame Generation, Multi Frame Generation, Dynamic MFG and AMD Frame Generation are fully integrated and extensively tested. Only modes supported by the graphics card, driver and renderer are offered; unsupported modes are not artificially enabled.
EVILGARD is developed with a custom version of Godot 4.7.2. Terrain, rendering, DirectX 12/Vulkan and modern GPU technologies have been extended to meet the needs of the game.
Future posts will share news and insights from my development of EVILGARD.