Closed development

Aetherfall

Aether is a wound, not a gift.

A persistent-world MMORPG of gas-lamp horror and hybrid action combat. Wardens carry a shard of the thing that broke the world, and spend a little of themselves every time they use it.

You are a Warden

Licensed to carry the wound into the dark

Five centuries ago the Brass Imperium learned to draw Aether from the substrate of reality and built its cities on it. Every drop left a hole, and something lived in the holes.

The survivors rebuilt small, in fortified city-states under the Aether-Lamps. Beyond the light lie the Wastelands: ruins, raw Aether and the Tears the Things still crawl through. A Warden is the one who goes out there anyway.

Read about the world →

Genre
Persistent-world MMORPG
Combat
Hybrid action: aim hostile runes with the crosshair, lock on to allies
Setting
Dark horror magitech; gas-lamp, early-industrial
Classes
None. One Soul Crystal, one Brand, four role facets
Levels
None. Power comes from the crystal, gear and Awakening
Groups
Parties of up to six
Platforms
PC: Windows, macOS, Linux
Pillars

What Aetherfall is built on

I

Readable, deliberate combat

Aim, positioning, rotation and group coordination decide fights. There is no target lock on enemies, and no dice roll decides whether you dodged.

II

Identity through the crystal

No classes. Your Brand is a lineage carried in your Soul Crystal; your role is a facet of its loadout, and you can change it in an instant.

III

Abilities are a language

Every rune is a sentence in a grammar of glyphs. A compiler reads the circuit and prices every word: damage, cast time, cooldown and cost.

IV

Horizontal growth

No experience points and no level curve. A Warden grows through the crystal, through gear, and through Awakening.

V

Horror with earned light

The world is grim. The Lamps, the cities and the people worth saving are the reason to keep going.

Two kinds of light

Inside the lamp-light, and past its edge

Colour carries meaning everywhere in Aetherfall. You always know which side of the line you are on.

The Lit Cities

Cobbled streets under gas-lamp glow, brass and leather, the Lamp Orders keeping their vigil. Aether-blue is sanctioned light: a Lamp powers its city, seals the Tears nearby, and calls a fallen Warden back to stand again.

The Wastelands

Pre-Sundering ruin under raw, bleeding Aether. Aether-green is corruption. There is no sun out here, only the Aether-tide turning from Wane to Veil to Surge, and the Names watching.

Combat

Aim it. Dodge it. Pay for it.

Hostile runes are aimed with the crosshair and hit whatever their shape overlaps: a cone, a bolt, a beam, a circle at your feet. Projectiles fly and can be sidestepped. You avoid damage with a dodge and a held, frontal block, not a hidden roll. A miss still costs you.

Aether is the only resource. Power buys cast time; breadth buys cooldown.

How combat works →

Every drop left a hole, and something lived in the holes. On the Sundering
Closed test

The Lamps are lit. The test is closed.

Aetherfall is in closed development. Sign-ups are closed for now. If you already have an account, you can still sign in.