Dev Log VI


February 1, 2026

We welcome new players to continue to follow and support development during our studio’s onboard to our first title. We’ve told the community this is our first time making a game. We have no illusions about it. It’s clear making the final version of Chaoscraft will take years. This is why we’ll start with a small game.

We’re perfectly content launching the game in a very small-scale state. There is one main reason for this. It is because the MMO world does not need a finalized game that requires years of development, and it would be impractical and unnecessary for us to wait that long before showing the world an initial prototype version.

We’re going to launch the most basic version of the game. If we can get a few more devs on our team soon, we may be able to make a bigger game. As it stands, we’re comfortable making 1.0 a version of Twilight Forest, Arena, and Dusty Hills. These three parts of Chaoscraft meet the most essential components of an MMO, appealing to a range of audiences: open world, versus, and hardcore.

In Twilight Forest, we’ll begin with the cherry blossoms in the northern region. We’ll expand it into the red woods on the southwest side, where you’ll find Tipsy’s Tavern and the first Stagecoach, Chaoscraft’s version of a flight master system. Finally, Twilight Forest will be complete once we finish the pinewoods and chapel.

Arena will likely begin as Martial Dojo and 1v1, 2v2, and 3v3 off-season skirmishes, either recorded on a leaderboard or played for fun and feedback. A single map and handful of divisions shouldn’t be all that tough for a small studio like us. It will give players a sampling of the game’s fundamental mechanics, such as skillshot, fast movement, and gore.

Dusty Hills is, as chronicled on its page, a necrotic horde mode that sees increasingly powerful waves of skeletons and other monsters emerge from the shadows around the haunted town. This is hardcore. You’ll be able to battle the undead here, collect some first items, and attempt to survive longer than friends and rivals. This should be Solo, Duo, and Trio.

As you can see in this Dev Log, we approach 1.0 with a very realistic, moderate method. We aren’t making the whole game in one go. We’ll begin with this first trinity, and develop from there. As we receive feedback on the open world, versus, and hardcore, it’ll allow us to tune the game.

It is the most probable outcome we’ll see something in the range of three classes to start. We would like it to be as many as 5-10 classes, but this would likely require us getting some solid devs on our team. Our first three classes will be Samurai, Technician, and Chaos Witch.

These three classes each fulfill one part of the fantasy trinity, melee, magic, and tech. We’ll see spellbooks with 3-5 abilities and a couple passives. Each class will have at least one mobility spell, and at least one special attack.

This is the absolute barebones core of the game. We do this to build exposure and a player base, collect data and feedback, and expand gradually within reason. This will not be the final version of the game. Far from it.

Of particular interest to many who want to play Chaoscraft, although there may only be three or so classes with 3-5 abilities, when you play Arena, battles attain a level of complexity beyond base spellbooks. You account for comp, movement, tactics, precision, and finishers. Combat feels fluid rather than janky or scuffed. You feel like your character moves smoothly within the world, and characters can both deal damage directly and die quite easily.

Alongside our entrance into engine development, we’ve nearly finalized the game’s blueprint on the website. This includes an upcoming World Map, YouTube Reveal, and class spellbooks. Any with an open mind can see the game’s blueprint. Judge the blueprint itself.

From the date of this Dev Log, we have six months to deliver a tiny first version. We’ve promised the community that, no matter what state Chaoscraft is in come Halloween, we’re sending it. Even if it’s only Twilight Forest, one Arena map, and Dusty Hills, we’re sending it. It’s going to make a big splash in the MMO world. We know this. When this site gains the traction we predict it to this year, be on the lookout for our upcoming crowdfund launch. We already have a GoFundMe and Patreon. We’ll be doing a major crowdfund soon, where we’ll be live on Twitch talking to the community and any interested in the project.

– Dev Team