"Yet Another Indie MMO?! Meh."- Something different.


Wilds of Pegana is a fantasy MMO where you manipulate elemental forces to create environmental chain reactions. The core idea is that you're fighting enemies and solving problems not just by hitting them directly, but by using the environment itself - freezing water, spreading fire across grasslands, creating cascading elemental combos that reward creative thinking. The game will use ZERO AI-generated anything, not even for placeholders, and is being made to be easily converted to a single player game (though depending on class, that will really suck!) if the game ever shuts down. 

The main design document philosophy has been in place since 2023, but development was completely restarted in mid-2025. Right now we're about 45% through the minimum viable product (MVP) for single-player. The player can move around, enemies chase and attack you, there's a working health system, and you can use three elemental abilities (burn, water, freeze) that interact with each other in interesting ways. Fire spreads to grass, ice melts near fire, water extinguishes flames - that kind of thing. You get XP for pulling off clever combos. Enemies drop loot that you can collect, and there's a basic inventory system with health potions.

What's still missing from MVP is the crafting system, resource gathering, smarter enemy AI, and more enemy variety. The plan has 10 phases total and we're in phase 2-3 right now, focused on making sure the elemental interaction logic is rock solid before expanding content.

For full release as a multiplayer MMO, we're maybe 15% done. But the 15% that's done is a lot of the hardest shit we have to do, from here on out it's *mostly* content (and then graphics, but we are not terribly concerned about using freely available ones during development, we'll figure out a style later). The networking layer with FishNet is intentionally pushed to phase 10 - everything has to work perfectly in single-player first. Then there's all the server architecture, player sync, dungeons, bosses, progression systems, all that.

Next up is finishing automated testing of the elemental systems, then moving into enemy variety and crafting mechanics.

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