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.
Classic MMO with a Wink
A fantasy adventure with the spirit of classic MMORPGs –
made for a complete single-player experience.
In development Developed with Unreal 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 lie caves, a graveyard and the fortress known as the Old Watch.
“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.
A fortress, a graveyard, caves in the rock. Some things take a little searching.
Not every detour is a wrong turn.
Familiar roots. A world of your own.
Six guiding ideas for EVILGARD.
The goals shaping development.
Quests and levels, dungeons and named enemies. Loot, crafting and distinct party roles form the foundations of the planned game systems.
Your adventure is designed to work without an always-online connection or cloud services. The core RPG stands on its own, independently of virtual adventurers.
Stories with a voice of their own. Quests, dialogue, humour and reactions are deliberately written, without generative AI running during play.
Persistent fellow adventurers with their own states, knowledge and activities are planned, bringing the feel of a small, living MMO world to a single-player game.
Explore the planned systemCaves, 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.
Your game. A living world.
EVILGARD aims to feel like a small, living MMO world, even when you are playing on your own.
To bring that world to life, I am developing persistent virtual adventurers. The goal is for them to have their own states, knowledge and activities, rather than simply waiting for your next move.
This system is in development. Full autonomy, parties and chat remain development goals, not finished features.
What I am working towards
Individual inventories, quest progress and activities.
Knowledge held by each adventurer individually.
Planned party systems and, later, contextual chat built around defined intentions and responses.
Good to know
Your questions
about EVILGARD.
EVILGARD is a single-player fantasy RPG with classic MMO roots. This is your own adventure. Virtual adventurers are planned to add life to the world; they are not other people playing online.
The goal is a self-contained RPG with no always-online requirement and no dependence on cloud services. Release and distribution details will follow later.
No. Stories, dialogue and responses are written by hand. EVILGARD is designed without runtime language models or live-generated dialogue. Planned conversations with virtual adventurers will also use defined intentions and contexts.
EVILGARD is in development. A release date has not been announced.
Gameplay screenshots will follow later. The title artwork on this website is an illustration, not an image captured in the game.