Gloria Victis Weekly Update – PVP experience redefined

Changelog v.


The latest weekly update for Gloria Victis redefines the PVP experience. First of all, we have greatly improved the game and servers performance. Therefore combat became even more skill-based, as the occurrence of factors not depending on the players have been mostly reduced.

We have also significantly improved the graphics quality. From now on players are able to set the displaying of terrains, objects and shadows to a much bigger range. This change, combined with the better working range of displaying characters of the other players, will enhance the experience from sieges. Defenders will be able to see invaders way faster, while the latter can sneak to a town or castle they want to claim, making use of the landform and hide in the woods.

There are numerous improvements as well, including tweaks done to the crafting system, “Valley of Death” tournament and interface. In summary, today’s update greatly improves the user experience and overall immersion.

See you on the battlefield!

Changelog v.


– Fixed all of the reported methods of duplicating items; please report if there are any other methods left – each player who reported an unique, unknown method will be rewarded with an account upgrade or an additional game key!
– Modfified the NPC mercenaries respawn mechanics at the “Valley of Death” tournament – only mercenaries who support the losing team will appear, depending on the difference in points and amount of participants, not on the flag status (a nation which controls the flag still earns additional points)
– Disabled the HP regeneration of NPC mercenaries during the “Valley of Death” tournament
– Reduced the respawn time during the “Valley of Death” tournament and on arena to 5 seconds
– Made it possible to revive an unconcious character on arena even if the respawn time expired
– Implemented auto-learning the basic recipes after creating a character
– Added NPC enemies on the islands of the exiled players
– Increased a chance to loot the recipes for parts of armour made from hides of the animal bosses
– Improved display of the accomplished achievements and rewards for them on the screen
– Improved the game’s graphics on ultra settings, greatly increasing the display range of terrains, objects and shadows


– Optimized spawning the players characters on server and removing them, resolving most of the problems with the servers performance
– Optimized the CPU usage


These are the days when your job isn’t much fun: When you report sad news in the MMOverse. Today’s unhappy announcement is that the sandbox Origins of Malu is suspending all development indefinitely. I’ve personally been following, reporting on, and streaming Origins of Malu since my first interview with devs in 2011, and it’s been quite a roller-coaster ride since then. Those who rooted for the game have followed it through three different engines, changes in developers, delays, a name change, and Steam Early Access as a battleground. There was much promise in that world.

The good news is that all is not lost! You might have noticed that I did not say that OoM was canceled or shutting down; I only said that development was suspended. There is still hope on the horizon that the game will be completed. What is necessary for the wheel of development to start turning again is the introduction of an investor into the mix. The reality is that Burning Dog Media simply cannot continue to self-finance the endeavor out of the developers’ own pockets.

I sat down with Michael Dunham, senior producer and studio founder, in this exclusive interview to talk about what happens now, the future plans for Origins of Malu, and other projects the studio has in the works.

Deeper pockets needed

There is no question that developing a MMO — let alone an open-world sandbox — takes a sizeable chunk of cash. In the case of small indie developers, that cash usually starts coming out of their own pockets. In the case of Burning Dog, the money for the entire process for all these years has always come directly from the pockets of the team members. Everything that they did, from writing to art to coding, was done pro bono in their spare time; not a single person got paid. Even the cost of the servers initially came out of personal pockets. Dunham himself bankrolled the project for seven years, taking on extra jobs to keep the dream going. After the Early Access sales, Dunham told me, money was able to go into engine licensing and servers, but it did not completely cover expenses. How can one man or a small team fund the development of a robust MMO? It can’t — not an ordinary person at least. (If you are a multi-millionaire and want to try, chances are looking much better for you!)

Since life and real jobs continue to go on, the answer then is to get investors on board. The good news is that the team has been actively working on this issue. The bad news is that nothing has fit yet. Either investors want to take over complete control of everything or they do not want to jump in until the game already has significant profit and players. Obviously, that last part is a bit of a Catch-22 as players and profit cannot come until the game is finished and out there. The team pushed on for as long as possible on it own and got the game this close to being done, but Dunham says needs more bulk content and engine licensing and servers must continue to be paid for. And for some crazy reasons, devs need to pay for housing, food, and other such things.

And that’s what’s led to the suspension of development until investors are actually adding cash flow into development. The team is currently in talks with different investors, and once some are on board, work on Origins of Malu will resume!


Virgil Davis, technical art lead, wrote an explanatory letter to give players insight into all the details of the situation. We share that letter here.

The Second SunsetGreetings everyone.  You may have heard already, or will hear directly the details soon regarding Burning Dog’s suspension of the development on Origins of Malu.  I’ll be leaving the specifics of that announcement to the big boss man and instead will go over something of a summary and postmortem on our development on Malu, attempting to explain and frame our decision and path as best I can.  I’ll start by covering what progress we’ve made, then go into the major barriers in our path and wrap up with what is in store for the future.