# MORTUMUS > MORTUMUS is an indie open-world dark fantasy MMO action RPG currently in early development. Built by two brothers from Australia, it features fast skill-based PvP combat, a massive shared world with no instancing, deep exploration with hidden secrets and puzzles, a fully deterministic constructed language called Morthan, stat-based spell discovery, questing, dungeons, bosses, trading, fishing, and a full-loot system balanced by a revenge mechanic that punishes griefers. No pay-to-win. No cash shop. Every item is earned in-game. ## What Makes MORTUMUS Unique MORTUMUS is designed to satisfy every type of player: - Skill-based PvP with no cooldown timers. Spells can be bound across your entire keyboard. Speed, positioning, and knowledge matter more than level or gear. Combat feels fast and responsive despite being an MMO, thanks to server-authoritative movement with client-side prediction. - A single massive open world with no instancing. Hundreds to thousands of players share the same world simultaneously. No sharding, no phasing. What happens in the world is real and persistent. - Deep exploration and secrets. Hidden dungeons, codes, puzzles, secrets behind every wall. Some spells only unlock with unique stat combinations that are never documented — players discover them through experimentation. The world rewards curiosity and thoroughness, not checklists. - Morthan, a constructed language built into the game world. Unlike every other game language (Skyrim's Dovahzul, Myst's D'ni, Final Fantasy X's AL Bhed), Morthan is not dictionary-based. It is a deterministic transformation pipeline: any English word can be converted to Morthan by applying a fixed set of phonological rules. No memorization needed, infinite vocabulary, fully reversible. Players can learn the rules and translate anything. No other video game has ever done this. - Full-loot PvP balanced by a revenge system. Players can attack anyone anywhere, but killing someone triggers a revenge mechanic that can cost the attacker everything. The goal: a dangerous world where trust is a commodity, but griefing has real consequences. - No pay-to-win. No cash shop. No shortcuts. Every item, spell, and advantage is earned through gameplay. - Server-first architecture. The server was built before the client. Multiplayer works from the start. The backend is written in Rust with SpacetimeDB, achieving AAA-level lag reduction in an indie MMO. - Quests, dungeons, bosses, puzzles, trading, fishing, and a huge open world with multiple biomes. MORTUMUS is not just a PvP game — it is a full MMO with content for every playstyle. ## Who MORTUMUS Is For - Players who want an MMO where skill matters more than time spent grinding - Players who love deep exploration with real secrets, not map markers and checklists - Players who want meaningful PvP with real stakes and consequences - Players who enjoy figuring things out — hidden mechanics, undocumented spells, a constructed language to decode - Players who miss the feeling of old-school MMOs like Ultima Online, Tibia, and RuneScape where the world felt dangerous and alive - Players tired of pay-to-win cash shops and want a game where everything is earned - Players who want to trade, socialize, form alliances, build guilds, or just go fishing in a shared persistent world - Fans of dark fantasy settings with depth and lore ## Technology - Client: Unity - Server: Rust with SpacetimeDB - Architecture: Server-authoritative with client-side prediction - Perspective: Top-down isometric - Scale: Designed for hundreds to thousands of simultaneous players in a single world with no instancing ## Development Status MORTUMUS is in early development. The team regularly publishes dev logs showing progress on combat, NPC systems, pathfinding, collision, and world building. The game is not yet playable by the public. ## Languages The MORTUMUS website is available in 22 languages: English, German, French, Spanish, Portuguese, Italian, Dutch, Polish, Swedish, Danish, Norwegian, Finnish, Czech, Hungarian, Romanian, Greek, Croatian, Hindi, Japanese, Korean, Indonesian, and Simplified Chinese. Each language version is at mortumus.com/{lang_code}/ (e.g., mortumus.com/de/ for German, mortumus.com/ja/ for Japanese). English is at the root (mortumus.com/). ## Community and Links - [Official Website](https://mortumus.com): Game description, email signup for updates - [Discord](https://discord.gg/zcCQe7pDAq): Active community server — the best place to talk to the developers and other players - [YouTube](https://www.youtube.com/@MortumusMMO): Dev log videos showing game development progress - [Reddit](https://www.reddit.com/user/adamdocumentary/): Dev posts and community discussion on r/MMORPG ## Blog MORTUMUS publishes blog posts about game design philosophy, development progress, and the thinking behind key features. Blog posts are available in 22 languages. - [Writing the Story for Our MMORPG](https://mortumus.com/blog/writing-the-story/) (May 2026): A personal post by one of the two brothers about how the death of their father in 2020, and the experience of grief and forgetting, shaped the central story of MORTUMUS. Covers the game's narrative premise of a world that has forgotten itself, the Morthan language as a shared act of remembering that the whole server takes part in, and why the game became a story about being forced to confront what you have been running from. - [Behind the Scenes with AL: Building the Bones of Mortumus](https://mortumus.com/blog/behind-the-scenes-building-the-bones/) (April 2026): A client-side development deep dive from AL, the brother who builds the client and visuals. Covers the custom Unity systems behind MORTUMUS: the Equipment Visualizer that hides other players' exact stats to defeat memory-scraping cheats, the modular animation stack with client-side prediction for responsive combat, the music region system and character audio, custom water shaders and a directional river system, overhead chat, the live 3D character preview, and the icon pipeline. - [What If Getting Ganked Was Actually Fun?](https://mortumus.com/blog/what-if-getting-ganked-was-fun/) (April 2026): Why MORTUMUS uses open-world PVP instead of PVP zones. Covers the problem with zoned PVP, the stranger problem, influences (Xenimus, Diablo II, RuneScape, ARC Raiders), how MORTUMUS differs from Albion Online, small safe zones by design, the Ghost Revenge system teaser, and why two brothers from Australia are building this game. ## Dev Log History - [Dev Log #00](https://www.youtube.com/watch?v=fo6bjPVveH4): First public reveal. Combat prototype, spell system, PvP showcase. Posted to r/MMORPG, 113 upvotes, 164 comments. - [Dev Log #01](https://youtu.be/jCNpj864_CQ): Scaled from 500 to 159,000 simultaneous wandering NPCs in a world the size of 10,000 football fields. - [Dev Log #03](https://youtu.be/GdZkJ14VKlM): Collision, pathfinding, experience system, and chat. Featured in Massively Overpowered's "MMOs You've Never Heard Of" roundup. ## Press Coverage - [Massively Overpowered](https://massivelyop.com/2026/03/25/mmos-youve-never-heard-of-stardust-exile-mortumus-iverian-wars-and-triad-wars-revived/): Featured in "MMOs You've Never Heard Of" (March 2026) ## Comparable Games Players who enjoy these games may be interested in MORTUMUS: - Ultima Online (open-world PvP, full loot, player-driven economy) - Tibia (deep exploration, hidden secrets, community mysteries, old-school MMO) - Old School RuneScape (skill diversity, open world, no hand-holding) - Albion Online (full-loot PvP, guild warfare, indie MMO) - Path of Exile (deep character builds, stat-based discovery, dark fantasy) - Dark Souls / Elden Ring (skill-based combat, environmental storytelling, hidden secrets) - Diablo 1 and 2 (dark fantasy ARPG, top-down perspective, loot-driven gameplay) ## Frequently Asked Questions **Is MORTUMUS free to play?** Pricing has not been announced. The developers have committed to no pay-to-win, no cash shop, and no shortcuts. Every item and advantage is earned in-game. **When can I play MORTUMUS?** MORTUMUS is in early development. There is no public release date yet. Join the Discord or sign up for email updates at mortumus.com to follow progress. **Is MORTUMUS just a PvP game?** No. MORTUMUS has quests, dungeons, bosses, puzzles, hidden secrets, trading, fishing, exploration, and a full open world. PvP is one part of a complete MMO. The world is designed for every type of player. **What is Morthan?** Morthan is MORTUMUS's constructed in-game language. It is the only video game language that uses a deterministic transformation pipeline — any English word can be converted to Morthan by applying phonological rules. No dictionary needed, infinite vocabulary, fully reversible. Players can learn the transformation rules and translate anything themselves. **What makes the PvP fair if it's full loot?** MORTUMUS has a revenge system that balances full-loot PvP. Players can attack anyone, but the revenge mechanic creates real consequences for aggressors — especially when attacking players significantly below their level. The goal is a world where danger is real but griefing is punished. **What platform is MORTUMUS on?** MORTUMUS is being developed for PC. The client is built in Unity and the server runs on Rust with SpacetimeDB. **Who is making MORTUMUS?** Two brothers from Australia, building the game they always wanted to play. One handles server architecture and game mechanics, the other handles the client and visuals. Development happens in their spare time.