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  3. Wurm creator/owner Rolf now under fire for offering special treatment to players who have youtube accounts.

  4. Hi guys,

    my name is Alex. I’m the game designer of Fairytale Distillery. We’re a small team of six who have just released the first trailer and Greenlight page for our game “Das Tal” – the game I’ve been dreaming of making for 5 years.

    Press Kit w/ screen shots:

    Das Tal is my take as a game designer on a completely player-driven and PvP-centric sandbox that is both compatible with having a real life and accessible by newbies – without having to ressort to cheap design tricks such as PvP flags or save zones.

    If you have any questions about the game or feedback on the trailer please don’t hesitate to contact me directly.

    Kind regards

    Alex Zacherl

  5. Hi 🙂

    I’m representing a group of three indie developers making a free to play sandbox MMO which has been described as a mix of Minecraft and Animal Crossing. We are finishing up beta testing now and think we have a fun game with endless possibilities ahead. We’d love to have more people give it a try.

    I’m on a lot “testing” (read playing/totally addicted). If you see me (Greymalke) around, hit me up for a tour.

  6. Surprise! Elite: Dangerous appears on Steam

    Insert your own ‘Shazam!’ here if you like, because space combat sim Elite: Dangerous has suddenly appeared on Steam. However, Frontier Developments says that it currently has no plans to give Steam keys to those gamers who have already purchased it.
    Elite: Dangerous on Steam is the same price as it is when purchased directly from Frontier—$60/£40—and the community manager said there is “no functional difference” between the two versions. He also explained how to add the original release to Steam libraries as a non-Steam game, which for now is as close as current owners can come to having it in their Steam libraries without buying it again. He did, however, leave the door open for a change of direction in the future.
    “We don’t have any plans to do this at the moment, but we’ll be listening to player feedback and looking to see how much demand there is,” he wrote.
    Unsurprisingly, the demand is quite high: The Steam thread is rapidly expanding with calls for keys, as is one on Frontier’s own forums. In the Frontier thread, Executive Producer Michael Brookes also confirmed that the studio does not plan to “immediately” add support for achievements or trading cards, but may do so in the future.

  7. I need to to thank you for this fantastic read!!I definitely loved every little bit of it.I have got you saved as a favorite to check out new things you post…

  8. In your list sandbox-list there are a wrong entry: “Salem – Colonial – Paradox Interactive – Beta – Free to Play”. They are since 2014 under new Developement and since 2015 released.
    Correct entry is following.
    Game: Salem / Website: / Genre: Colonial / Developer: Mortal Moments Inc. / State: Live / Fee: Free to Play with Item Shop

  9. Darkfall: Rise of Agon now has an official launch date of May 5th, 2017. It’s one of the best MMORPG’s I’ve ever played. Description of the game from their site:

    Darkfall: Rise of Agon is an open world sandbox MMO with player controlled empire building and politics, action based first person PVP combat with full loot, and naval warfare on the open seas. Battle with thousands of players with weapons and armor crafted by our players. Work together to build cities, siege engines and over 25 naval ships.

    Darkfall: Rise of Agon gives you the freedom to explore new lands, conquer enemies and forge alliances where risk vs reward dictate the choices you make.

  10. Shards Online Changes name to Legends of Aria, plans for a full restructure to a more MMO-like format with a 25x bigger map and unlimited playercap.

    They also released a roadmap showing all future updates until 2018.

  11. New Sandbox Openworld MMO is being developed right now called EverEmber Reborn. It has a large map, openworld cutthroat pvp, completely interactive world, castle control, huge battles.From the website:EverEmber Reborn is an Open World Action Multiplayer RPG made by a small indie dev team. The game is without boundries, you form your own adventure based on your own choices. If you are in the mood for a hardcore openworld action RPG similar to that of Runescape/Ultima online/Skyrim, then this is your type of game!You are free to travel around, explore, fight, meet new people, progress through the ranks, and eventually conquer Ember Castle for yourself. With a vivid player based economy that thrives on player made items with a in game crafting system, interaction between players is vital. The goal of this game is to recreate a emotional connection with your character, with hardcore death experiences, human interaction, and trail/error based game play.Players are free to role-play, form teams, and add each other to their friends list. Friends can add each other to each others parties, and travel in safety across the large world of EverEmber. PVP is rich, with plenty of options between melee weaponry, potions, ranged weapons, and armor. Guilds will keep the player base together, forming guilds, partnerships and guild wars for Ember Castle. There is also a lack of class constraints, which enables for players to freely change between playstyles at any moment!

  12. More Great News on the Open Perpetuum Server development.

    The original timeline was VASTLY accelerated to go live due to the announcement of the official going down and demands from the community. To support these demands we have adopted an incremental development strategy, where we focus on core issues, and then build out from there. The idea is to dock broken content, fixes, bugs, and balance that are non-essential to the core game, and allow the team to work on these issues over a more reasonable timeline. We have also felt that the PVE experience needed further attention as well as the above mentioned fixes and balance issues. It is our belief that this will allow for the most enjoyable Perpetuum experience and progression. Attention will then go on end-game content, post-release, game balance in other areas, and entirely new content to integrate seamlessly along the way.

    What does this mean for you?

    Effectively as you progress, content will be reintroduced into the game. This also allows for greater consideration by the dev teams on what the content should be rather than tweaking a few numbers tossing it all into the server and hoping for the best. This also means introducing exciting new content that will keep things fresh and exciting for all players for the years to come.

    The Phases
    Phase One: Pre-Alpha (Winter 2017)
    This is an Open Testing phase, designed to allow the community en-masse, to test, poke, prod and otherwise play and have fun, with the primary objective of eliciting feedback on major changes, bugs, the fixes, and other latent issues that emerge only after running testing at-scale. This also allows us more freedom with changes, and more rapid development cycles as the players become part of the testing team in this phase. It also acknowledges that while we are a diverse dev team, we can always learn and take on valid suggestions from those participating in the Pre-alpha. As a sweetener for your participation, participants will also receive a reward for their participation! The details of this will be announced at a later date.

    Phase Two: Alpha (Spring 2018)
    Live, persistent server with no resets.
    Integrated registration and verification system with website, forums, and other web-facing content (ie. Killboard).
    Redesigned world and island layout.
    MK1 bot balance for Nian and Syndicate factions.
    T1-T4 Module balance.
    New Syndicate and Nian NPCs.
    First Stronghold (Open-world Dungeon) Island + unique method to travel to Strongholds.
    Phase Three: Beta (Fall 2018)
    MK2 bot re-release.
    Market NPC AI
    More Stronghold Islands
    New sparks
    Open-world landmarks
    Robot Paint
    Phase Four: Gamma (Spring 2019)
    Gamma re-release
    New siege mechanics – Bots, Modules, and more!
    New islands
    NPC AI overhaul
    New Field devices
    And still more to come after this!

    Some of these are wish-list items, some of these are essential to the progress of the project. As you are aware some of these above are big changes. Big changes also come with big problems, and we have learned many lessons from the follies of our ancestors. So our development model and delivery may not be in big chunks as these phases suggest. Instead, think of these phases as windows of time where these features will appear in the game.

    We are also aware of some major technical hurdles with the client that prevent or create significant difficulty with some of our ambitions. We know what the limitations are and we hope with some help from the AC devs we can potentially do a lot more, but this is contingent on their own volunteering to help the project. It is important to remember, we, and any ex-AC devs, are doing this on their free-time. Creating an expectation of work is unfair to them and the work they have already done.

    Live server deployment is slated for the end of March

  13. Perpetuum is reborn

    We are going live Saturday April 14th, 2018, 20:00 UTC.

    What you need to know:
    If you don’t have a client – it can purchased from Steam
    There is no charge for playing on the OPP Server

    All character data will be wiped from the pre-alpha server.
    The (pre-alpha) Live server will likely go down in advance of this time in order to prepare and verify the integrity of the live server (by 4/12).

    The Live server will have the same IP, be publicly listed, and have open registration (but will now require email verification following our registration system changes on 4/8).
    There will be no further wipes or resets.

  14. And so it begins….Thank you all for a wonderful launch weekend! So many new and old faces.We hit 100 players online! (~120 peak, will confirm after weekend is over), and stayed at 50 concurrent players in low-times.A excellent showing by all, corps are already spinning up, new players are learning the game, and old players are discovering all the new features.Stay tuned for more developments, news, events, and announcements! Thank you again for all of your support, as a player, patron, community member, and advocate for a brighter future for Perpetuum!

  15. New Sandbox Sci-fi Openworld MMO is currently under development called Mankind Reborn. They will be hosting a testing session for E3 from June 10th-14th.

  16. Things are looking good. The Open Perpetuum Server is growing.

    There are plans to develop further with new content and further bug fixes.

    Checkout the road map ahead in Open Perpetuum website and discord channel

  17. Open Perpetuum Project is alive and well here is the latest develoments 2 months on.

    One magnificent corporation (OTHERS) has taken on the much needed role of curtailing the outrageous power projection of the infamous PHM corporation. Check this out in the humorous ‘Chronicles of OTHERS’

  18. OpenPerpetuum has an EP Bonus weekend on NOW!
    Check it out:
    More info at

  19. Prosperous Universe First Access has begun!Make deals, not warThe space economy simulation Prosperous Universe has officially launched First Access on December 13th, thus opening its doors to the public for the first time after three years of development. Players are now able to purchase a key for the First Access phase, which will run for several months and encompass numerous test runs. The goals of First Access are to build a community early, integrate player feedback and help fund the game\’s development until the full release.Prosperous Universe is a real-time business simulation MMO set in the not-so-distant future. You are the CEO of your own spacefaring company – explore the galaxy, design spaceships, forge alliances, and most importantly: produce, trade, transport, and profit. Manage your business through a highly customizable user interface named APEX, accessible via web browser. Contribute to a purely player-driven MMO economy in a persistent universe allowing for a multitude of play styles with no grind to speak of. With its emphasis on realism in everything from the economy to space travel, Prosperous Universe provides a unique experience to players of all backgrounds.German independent game studio simulogics started development on Prosperous Universe in 2015, over a decade after the launch of their first, still active MMO AirlineSim. The game\’s artworks are created by Maciej Rebisz, Senior Concept Artist at CD Projekt Red.After First Access, the game will become free to play with the option to buy premium game time (a “Pro License”) to unlock all features. Microtransactions and pay-to-win will have no place in Prosperous Universe. The single, massive game world of Prosperous Universe will no longer be reset after the game\’s full launch.


    The Open Perpetuum Project is celebrating One Year Online with an Anniversary Event, gifts, update and more!
    Read more on the dev blog here:

  21. After a continuously dwindling early access playerbase, Bossa has decided to shut down the Worlds Adrift project. Information on their main page on their website.

  22. Initially, Ryzom was released in 2004 as ‘The Saga of Ryzom’ a story-line based MMORPG. In later years, ‘The Saga of’ was dropped from the name and the game became known only as ‘Ryzom’.

    The original behind the scenes intention was to develop the game alongside the story-line (or Lore as it’s more commonly known) as it related to life on Atys after the Great Kitin Swarm. In this time, the Tribes and Races united, and fled to the New Lands to start a new life, whilst dealing with the emerging threat from Kitin. The story-line was intended to run alongside the development of the game, to offer some governance over how the game evolved.

    For those who prefer a deeper immersion style of gaming, the Lore is published online alongside the Ryzom Wiki.

    Of course, this all gave players a unique opportunity to develop their own character, using Ryzom’s unique skills tree, to decide how best they felt their character would contribute to life on Atys. Without character classes to restrict game-play, today you can craft to help the war effort, but tomorrow you can be a powerful Mage or Warrior without needing to redevelop your character!

    Over the past few years, Ryzom’s additions have been concentrated on in-game events such as Anlor-Win, Valconrech, Atysmas etc, or other more diverse enhancements or fixes. In this sense, we feel we’ve lost an opportunity to enrich players game-play by developing alongside the story-line.

    All this in mind, we’ve now created a new Story-line Project Team that will logically follow the history and emerging story-line on Atys, and use this knowledge to steer some of the future game additions. We’re currently looking at a number of In-Game Seasons to refine the processes of story-line selection, development, testing and delivery.

    We think that presents players with a great opportunity to leave a lasting footprint in Ryzom. By interacting in real-time with the story, and by helping to shape the outcome of in-game events, our players effectively become the authors.

    There’s still lots of work to do, but we’re planning on releasing updated news as the project develops.

  23. reddit/r/UnholyWarsOnline/comments/ewwm9b/friday_breeze_1/

    Good evening,

    A deadline is a deadline and as promised, I will give you some more details about the project and the plan forward. As you will see, it is based on concerns, questions and general feedback from the community. I will again emphasize that it is still at a very early stage and that the most critical part is yet to be completed. The update will be blunt and honest.

    Initially when we announced this update, we wanted to share detailed information so people can form their own opinions. We had serious doubts that it is commercial viable from an ethical standpoint, so we decided to tell it as it is. The strategy to be transparent is that the community has to accept certain “shortcomings” and has the right to know. In short, we are not very optimistic, but more so now than a few days ago. So cutting this update short is a good sign.

    Info: Game IP and assets

    We have decided to continue to pursue the rights and open negotiations. This means that in the coming weeks, or most likely months, we will be bound by a strict NDA. This does not mean that we will go radio silent as we plan to be as transparent as possible without compromising our commitments to third parties or the project. Our counterpart has always been very professional and there are no third party forward going liabilities attached to the IP or the asset. There are no implications between the old version and UW. Both are stand-alone IPs. For us the common name hold no value. A high upfront cost is of no interest for us. This is the most critical point. We will not discuss our valuation of the assets; it would bring no advantage into negotiations. We considered too anchor it, but the valuation can be anything, so we choose not to.

    Info: Server location & Infrastructure

    EU: We are currently planning to have one server in Munich/Nuremberg (Germany). We have already negotiated the solution based on a specific server set-up. The cost in Germany is two to three times less than the Netherlands. This location is as central in Europe as you get and playable ping will stretch far into Russia, Turkey etc. Which in turns means better latency for the Nordic countries, eastern and southeastern Europe.

    NA: We plan for Chicago, but we have yet to negotiate or pin point a provider. The total package seems to be four to five times the cost compared to EU. The location is suited to connect the western part of US and Canada. Opinions welcome.

    The servers are set up to handle 4-5000 concurrent users each, our budget is computing with a lot less subscriptions.

    Info: Business Model

    We plan for a subscription model with 10 EUR/USD monthly sub (+VAT). For our budget, we have planned a rev/player @ 16 EUR/month with contributions from the in game shop. We need to be able to forecast revenue. However, our main argument for a subscription model is to limit continuous cheating. Game tokens can be bought in game, so the game is practically free to play. We are certain players will invest in game tokens to sell them at the market. Each account with previous active game time will be issued with X days with free entry to the game on request. We also plan to make the market so accessible that you can log in and do a fire sale more or less from the bank, in combination with a free recall to the capital city to shop on the “global market”.

    Info: Business Strategy:

    This one going to be controversial, but we feel that it should be known. When we did the math, twisted, and tweaked numbers we had serious problems to see the long-term, or even the medium term, profit from this game. It would probably be easy to spend the little time it takes to get the game online, promise the world and of course not deliver. Our approach will be to bring the game online as it were at shut down, take control of liabilities, limit potential for lost capital, stabilize the game and secure a stable service. In other words, we are looking for organic growth. Our budget does not support a long pre-launch development phase.

    Info: Longevity

    This tie together with our business strategy. It is nothing that has been more prominent for its former iterations to die out than concerns about the games’ future. For this reason, we will restrict cash equal to run the servers for 12months at minimum SLA. This will give the game a chance for a possible rebounce or a restructure. The most important thing is that all players when they log in knows that the game is committed to run for another 12 months minimum. For a game with a persistent world and for players that are not just in it for “the bang”, this knowledge is bread and butter.

    Concern: Technical Capabilities

    We know that the technical aspect of this is massive, so we have already decided to hire the people that made the game. This does not come cheap, but we did the calculation and initially it makes sense as the cost is not that much higher than if we had to set-up our own studio, get the equipment, software licenses and be stuck with sub-par performing employees. The best part is, it is very flexible and will be scaled to maintain a healthy company.

    Info: Administration/Support

    We do not plan to have any former or current players involved in any critical service functions of the game. We are pursuing two options to solve the need for 24/7 in game support. We will elaborate on this at a later stage. Be informed this is a 200 000 EUR annual figure in our budget.

    Info: Reporting

    We will share KPI’s such as active subscriptions, Rev/player, cost/player and other key figures worth sharing on a monthly basis if possible. A Norwegian AS (Ltd) has public annual records and strict marketing laws.

    Info: Expectations

    This topic is one that, in terms of community feedback, we pay close attention too. It seems a common demand is to fix and revamp many things prior to launch. Again, I am sorry to say, but it is not going to happen. Due limited budget, the focus will be to get the game back online, establish a proper game as a service, and grow it from there. You have been informed.

    I am running short on time to keep my deadline, so this will be it for now. I will repeat this next week and walk you through some numbers, tell more about the planned Company structure or possible opportunities for the community.

    Good night…

  24. News from Gloria Victis MMORPGGreetings, warriors!We are continuing our work on the two biggest milestones that we need to achieve to release the 1.0 version of the game and leave Early Access – Reshaping the game world, and changes to Guild locations and SoWs.Those tasks require a lot of commitment and are quite complex, but we can already tell that we are on a final stretch, so it should take us around one month to finish the new map. In the meantime, you can expect more SFXes, new minigames, an updated Stable window, and a Special system for breeding and managing farm animals!The next big task will be significant changes to the approach to Guild Content and State of War Sieges, as we already forecasted that we are planning to give a possibility to have a guild location for all guilds.We are talking about what needs to be done and what we achieved in our most recent video Devlog, available on our Youtube channel, so have fun watching, and leave some love in the comments!

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