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Frontier Age - An Action-MMO Sandpark & World-Building Simulator

A topic by JCMX created 12 days ago Views: 141 Replies: 1
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(11 edits)

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Welcome to the Frontier

A player-driven sandpark where you are the pioneers carving out a legacy in newly discovered lands filled with magic and mysteries. 

The end goal is to build a persistent open-world server capable of eventually supporting upwards of 500-1000 concurrent players. So with optimization as a priority in mind, I decided to develop Frontier Age on Unreal Engine 5.

The DNA: Our Inspirations

This is a love letter to the favorite classics that defined our gaming lives. When you step into the world of Frontier Age, you’ll feel a blend of:

  • Korean MMORPGs: Out in the open world, you are free to choose: do you help a fellow faction member, or do you rob them of their cargo? Every interaction carries weight, create your own politics and alliances. All the fun of Korean MMOs, none of the grind.
  • Survival Simulators: Everything you build in the world, every piece of armor and weapon crafted, and every potion brewed requires resources gathered by a player. If it exists in the world, someone had to mine it, chop it, or hunt it.
  • Player-Driven Economy: No Auction Houses - buy and sell items and equipment through player-vendor stalls. Master your craft, open your own store in-town and set your own market prices.
  • Seasonal Dungeon ARPGs: Itemization features re-rollable modifiers for every armor and weapon to perfectly fit your build. Test out new builds and skills, and work as a team to beat the landrush every season (cosmetics will transfer each new season).

The Hidden Path: Unique Skill Progression System

1. No fixed classes

Instead, you can specialize and change at will any 3 of the 9 Talent TreesWarfare, Protection, Stealth, Marksmanship, Elemental Magic, Black Magic, Light Magic, Restoration, and Enchantment for a total of 84 unique classes to choose from.

Want to be a heavy-armored tank that uses Elemental Magic to wreak havoc on the frontlines? Or a shield-wielding Archer with Enchantment crit buffs? The choice is entirely yours.

2. No skill trees

Every crafting, gathering and combat action the player performs grants them Level XP and Talent XP to your 3 chosen talents.

Each talent tree contains 10 Active Skills and 7 Passive Skills divided into tiers, but the exact order in which you unlock skills within a tier is randomized and you must unlock all skills from a tier before you unlock the next tier. Every player will experience their own unique path to unlocking abilities.

3. Every stat matters

Strength governs your carry capacity and weight, Agility makes your more agile, Perception improves your stealth detection while Vitality dictates your Stamina — essential for dodge-rolls and sprinting.

Hunger, weight, item durability all play a vital role in field combat.

Join the Journey

We're just getting started! If this kind of game gets you excited, or if you have any comments or suggestions for how we can improve, please let us know in the comments!

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Today marks a massive milestone: Development has officially begun.

Sign up here for our newsletter and be the first to get access to the Steam Playtest. 

While it’s tempting to jump straight into showing off Unreal Engine 5 combat trailers and base-building montages, we are doing things differently. We are starting where it matters most: the backend.

The 14-Day Architecture Sprint

For the next two weeks, we are focusing entirely on Server Architecture and Backend Infrastructure. The "plumbing" of the game has to be unbreakable - we aren't just building a map; we are building a persistent, high-capacity environment that can handle:

  • Real-Time Action Combat: Ensuring that every ability and every dodge is frame-perfect, even with dozens of players on screen.
  • Full-Loot Cargo: Creating a robust system for trade packs that can be looted, stolen, and tracked across the frontier without "item dupe" bugs or server lag.
  • Persistent World-Building: Setting the stage for player-built cities and tax systems that remain standing even when you log off.

Why this matters for YOU

We’ve all played MMOs that felt "floaty" or suffered from massive rubber-banding during big fights. By spending these first two weeks on the "boring" technical foundations, we are ensuring that when you finally step into the Frontier, the world feels solid.

What’s Next?

Once the backend "skeleton" is verified, we move into the Combat Visuals & Mechanical Phase. That is when we start hooking up our custom C++ backend and recording the first gameplay clips of our skill-based combat and settlement building.

The Frontier is coming. If you want to be among the first 100 Pioneers to step into our Technical Alpha, make sure you are on the mailing list. We will be selecting our first round of testers directly from our subscribers. 

Sign up here for our newsletter and be the first to get access to the Steam Playtest.