A True Sandbox MMORPG

Das Tal is a true Sandbox MMORPG with a persistent world. This means that the world keeps spinning and developing over the server’s lifetime, rather than only being active when a player logs in. That does not mean that players will spend all their time combining scraps of materials and hunting animals for food. Instead you will meet other players in PvP combat and your world will tell the story of those fights. No quests. No cut scenes. No filler.  

Open PvP & Full Loot

Player interaction is the key part of enjoying a Sandbox MMORPG, and for this reason we will not restrict PvP with padding systems such as flagging or safe zones. Instead, players will find that there are consequences and benefits to how they interact with their fellow players - even those of a different skill or character level. Veterans will be rewarded for mentoring newbies. Ganking them is dangerous - as they don’t lose their gear but your high-level stuff easily gets lost.  

Custom, Time-boxed Worlds

Time-Boxing a persistent MMO means means breaking up an endless journey into unique chunks. Each server in Das Tal will eventually reach a climactic end event and then refresh, leaving behind a world full of stories, winners and losers. You as the players then decide on the feature list of the new server and eventually enter a new world with completely new challenges.  

Limited Grind: Compatible with Real Life

Das Tal will remove a large portion of the grind that is currently necessary in other Sandbox MMOs. You will not be forced to macro your skills or click on resource nodes for hours. Instead you will find that both character progression and the war for resources are tied to PvP events big and small. This means frequent raiding, treasure hunts and city sieges instead of farming mobs for hours and hours.  

Player Settlements and Sieges

All cities in das Tal will be player settlements. You will restore the ruins that you discover in the game world and use them as defensive structures for your clan. These settlements will also offer facilities for training, crafting and storage - and they are your clan’s major respawn points. Every now and then you will be sieged by those clans who wish to take your town - and sometimes you might even be the attackers.  

Ressource Warfare & Player-driven Economy

You will spend your prime time in game fighting to capture and hold resource deposits. Those are your means of gaining materials for crafting and building, but they can also be used as a method of starving out your opponents. Denying enemies the ability to craft better gear or improve their settlement could mean a serious tactical advantage, turning the tide in what may have otherwise been defeat in a head-on battle.  

Fast-paced Combat

PvP is at the core of Das Tal. Technology has advanced enough so that we can finally take a step away from good ol’ Tab-targeting and create an exciting combat system that rewards accuracy, timing and tactical decision making. All abilities in Das Tal will be free-aimed. Full friendly fire & player collision will be enabled. An organised group of skilled players will have a significant advantage against a simple zerg.  

Flexible Character Development

Characters in Das Tal are classless. That means that abilities are attached to weapons and armor so that players construct their build when they put on their equipment & pick their abilities. This makes changing roles a matter of swapping out equipment & doing some re-training, allowing players to experience many types of gameplay without having to create multiple characters. 

Open Development

It’s 2014 and that means that players can finally directly influence the development of their game. We will not keep development conversation solely on our forums, we would like to stay engaged with the Steam community along with others. You will also be able to vote on our development priorities and send in your designs to be created by us. And of course you will be the ones setting the rules for each individual server.  

State of Development

We are currently finishing up the first stage of game development: pre-production. We have spent the last 14 months building a team and creating multiple gameplay and tech prototypes. We have found our art style and setting. Now it's time to start revealing the game so we can take the next step and start full production. This is where we need you. If we can gauge enough interest from the players then it will get much easier for us to raise the necessary funds and get going with making the game that we love.  

Who is Fairytale Distillery?

Initially FD started out as just two independent gamer developers (Alex & Sebi) who decided to stop making "small" games and aim for the stars: Our very own Sandbox MMO. We've grown to a team of six people who have worked on this latest prototype. We're based in Munich, Germany, and we have big plans. If you want to meet us in person then just drop by our office or meet us for Quo Vadis and A Maze in Berlin this April - we're going to be giving a talk about pre-production for Das Tal at the main conference: 2014.qvprogram.com

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0 comments by dbltnk on Jul 21st, 2014

Yesterday we ran our first playtest since moving over from our Combat Prototype (made in LÖVE/NodeJS) to our proper new code base (Unity/Photon). It was pretty amazing to see you guys have so much fun already in the tiny, feature-deprived build we gave you. If you could not be part of the test, check out the recordings and streams listed in the forums.

Today we’ve spent our morning collecting feedback and planning our next steps. We’ve decided to move to a more frequent release schedule (probably bi-weekly) and to add a staging environment and a mandatory QA phase to our release pipeline to ensure that the upcoming builds are properly tested and low on bugs.We’ve also decided to re-order our development roadmap a little bit. Here’s an overview - this is of course subject to change and very general the further we look into the future.


  • improve server performance
  • improve collision to be more detailed
  • fix all known bugs
  • finish environment assets
  • improve central logging & tracking


  • re-introduce prototype features: damage feedback, server-side view angle, foot steps, bushes, targeting UI, skill-recast ui
  • implement 3rd party tool for account management
  • bring back prototype audio
  • implement new skill system & more skills incl. angular selectors and self-targeting
  • particle effects for skills
  • design and implement a proper user interface
  • more armor & weapon tiers (visuals only)


  • mobs & base AI
  • player stats
  • player progression (XP, skills)
  • equipment
  • proper game audio & music
  • world editor
  • new (bigger) world map
  • cities
  • resources
  • crafting

We’ll keep you update on our progress in this blog and through regular patch notes. Subscribe via RSS to get the new posts delivered to your inbox. 

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Post comment Comments  (0 - 10 of 15)
yhann May 17 2014, 7:44pm says:

I like it.
For the economic model you could think about the price of the game and the subscription to your server as a seperate thing, like making the possibility for the player to create their server (local host or wathever), this way I would personnaly enjoy it, as I have to admite that I prefer to have a game that will not disappear some month later due to none profit (pardon the bad english). Just my opinion, a hint nothing more, not to take seriously.

+2 votes     reply to comment
dbltnk May 27 2014, 8:32am replied:

Thanks. That is an option indeed. Though we're a little weary of the host-your-own-server model for a PvP game. Look at DayZ or Rust - with that much hacking going on it's impossible to do any serious PvP.

+2 votes     reply to comment
Guest Mar 23 2014, 6:12pm says:

can't wait to try it out!

+4 votes     reply to comment
dbltnk Mar 16 2014, 6:26am replied:

We don't know yet. We haven't decided on a business model for the game yet - still listening to hear what our players would prefer.

+2 votes     reply to comment
Gn0meSlice Mar 23 2014, 5:25pm replied:

Steam release or not, I'd really like to see a DRM-Free release as well. Would make a difference for myself, and many other players, I suspect.

Might I suggest IndieGameStand?

+2 votes     reply to comment
dbltnk Mar 23 2014, 6:22pm replied:

Since this is an MMORPG the only DRM is that you play on a server which is going to be hosted by us. IndieGameStand, HumbleStore or other digital stores are nice but only interesting for a pure P2P model, mostly used with singleplayer games.

+2 votes     reply to comment
Gn0meSlice Mar 23 2014, 6:24pm replied:

That's a good point, if you're going F2P you probably don't really need to worry about where you distribute the game through.

+2 votes     reply to comment
dbltnk Mar 23 2014, 6:30pm replied:

Exactly. At this point the question would be more like "How do we host the game as cheap as possible?". But then we might not go F2P at all. Time will tell. =D

+2 votes     reply to comment
ChickenDelight Mar 17 2014, 4:07am replied:

Well, I hope it'll be free so I can play it, but I can see it costing $20 or something like that :)

+2 votes     reply to comment
dbltnk Mar 23 2014, 6:22pm replied:

We'll announce it once we have found a business model that's both awesome for players and devs. =D

+2 votes     reply to comment
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Das Tal
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