Raiding.Zone is a pve arena game in Voxel style inspired by World of Warcraft and Warframe.
The gameplay is oriented around the roles Tank, Healer and Damage-Dealer.
You mind is sentenced to a lifelong service in the Raiding.Zone. There is no hope to ever escape this status. You can only train yourself, climb the ranks and archive the highest honor.
Official Website: Raiding.zone
Raiding.Zone doesn’t have “classes”. Instead, your equipment determines your abilities and your role in the raid. The weapon gives your main spells and sets your role. Your armor and trinket will grant you a defensive and utility spell each.
While using your weapon, you gain experience. This experience unlocks different talents on each weapon. You can choose one talent for each level.
You can further customize your items by mounting essences. Essences grant raw stats to your item. It will also unlock certain augments on the right essence combination.
I am a huge fan of MMORPGs. I particularly enjoy the raiding experience. I like to play in coordination with other people to defeat a boss. In recent years, I developed an aversion to the current direction of popular MMOs.
I don’t want to grind for hours to have one hour of raiding time. That feeling sparked the idea to develop an MMORPG that focuses on raiding. Since October 2021, I worked on Raiding.Zone in my free time. I am a professional developer since 2016. This is my first experience with game development. I enjoy the learning process.
I will use Steam Early Access to implement changes that need community feedback. For next year, I plan to add new content, community, and competitive features. After that, I have some roughly lined-up ideas. But if they don’t resonate with the community, I might change or abandon these ideas.
I am in urgent need of testers. I want to remove as many bugs as possible till the release. If you are interested, you can visit my Discord. Every tester will get a special avatar for their efforts.
Raiding.Zone is present on Reddit, Itch.IO, GameDev, IndieDB, and YouTube. If you want to support this project, you can follow me there. I am also eager to help any creator that wants to make content about Raiding.Zone. I can provide invites, marketing material, and technical insights.
I want to introduce you to a new crafting and equipment system.
There are multiple reasons to overhaul the current one.
The current equipment system is functional and customizable.
It has some serious downsides.
The story of Raiding.Zone is, that we are all prisoners of a computer simulation.
To create a character we compile all information about it to form a new entity.
You can imagine it like a character creation wizard.
You choose a weapon, armor, trinket, and boots. Then you choose talents and mount essences. After that, you start the compilation. The process takes resources and needs some time to complete.
That will introduce grind to the game. You will need to farm these resources at the new world levels. I want to keep it low. I might need to start higher than needed. Nerving the cost is more popular than increasing it.
There will be some new talents and some talents are dependent on each other. There are also anti-affinities between talents. This means you can only choose one of two or three talents. All passive essence combination effects of the weapon will move into this talent tree.
Additionally, all trinket and armor essence combinations move into a role-specific talent tree.
Currently, I don’t have a solution for the boot essence-combinations. I will tell you soon what happens to them. You can try out the interactive demo for the talent tree here: Staff of Burning Souls
That means that you don’t mount essences directly into the weapon. Instead, you will assign them to an ability. Buffs, pets, and area effects have at minimum one ability from whom they profit.
I also changed the effects of the essences, and we now have two per color:
I’m especially looking forward to the effect range and multi-hit essences.
Avatars, weapons, armor, and trinkets have essence combinations. You fulfill them by mounting the required colors somewhere in your equipment.
For example, if you mount four power-scaling(red) in Blast and three ambition(red) into Fireball, you get seven power.
I haven’t figured out how to do the migration yet. The current plan is to convert all items into blueprints. I plan to provide enough material so you can easily craft your first character.
Academy Halls PvE World level released on live server.
Added pickups to Academy Halls. I also added a minimap to the interface.
Academy Halls PvE World level released on the beta branch.
I added a new world map and reworked the Training Area and the Tutorial.