Gekkeiju Online: The Beginning is a free-to-play MMORPG/VRMMORPG-hybrid where players all around the world assume roles of heroic fantasy characters in a gigantic new world that is being re-populated after a massive cataclysm. A World full of magic, mysteries and perils awaiting for brave adventurers. Virtual Reality-mode is powered by native Oculus Rift-support.

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First dungeon Spell Circle opening Energy Blast
Blog RSS Feed Report abuse Latest News: Monthly Update 11/2014

0 comments by Suvidriel on Dec 1st, 2014

Greeted be all you fabulous reader friends! It's time for a slightly delayed November monthly update.

The month went really fast while getting some missing features ready for the upcoming public alpha test weekend.

Airship route

A temporary airship route was added for sightseeing purposes. The flight starts at Kyrt Farmlands and flies through the whole currently existing world. Players will be able to try this during the alpha test.

Airships also got a small update to allow playing of player instruments while on board.

Major stability fix

For several years now the game has suffered random crashes. The issue was finally found and fixed. Not only did it solve the random crashes but also decreased the memory footprint of the game. This should make playing much more enjoyable.

First dungeon

The first dungeon was finally added. It's a really small scale public cave dungeon with a mini boss. Bigger sized instance and raid dungeons will be added later on.

First dungeon

Oculus Rift updates

The Oculus Rift mode got some more work to make the game startable in VR-mode. A bit more work will be required to actually add a "Play in VR-mode"-button to the launcher.

Character selection in VR-mode

Update to the latest Oculus Rift SDK introduced somewhat smaller FOV and weird outlines around each view - it's possible that the previous version of the SDK will be used for the alpha until Oculus fixes the bug.

Spell circles

The mage spells finally got a spell circle effect that shows when the spell is executing. Currently the effect is used by the Flame blast-spell.

Spell Circle opening

The Public Alpha Weekend

January is almost here which means that the public alpha test is nearing. The date has been set already but the account creation won't be available until the next monthly update.

So for now mark down 23rd-25th of January 2015 and stay tuned for the account creation page.

What's next?

There's still quite a lot of things on my todo-list before the alpha test so some things need to be prioritized. Most work will likely be directed towards getting the account creation system operational and hopefully with password recovery-function so that previous alpha testers will be able to use their existing accounts.

Now that we have the first dungeon in game I want to add a couple of quests related to it. This may or may not happen before the alpha as it requires quite a lot of time.

Another rather big thing on the todo-list is addition of more crafting recipes. Currently most professions have at least 1 recipe but it'd be better if most had tier 1 almost finished.

The Oculus Rift-mode also requires some more user friendliness as this is our first alpha test using the DK2-support. It's very likely that those willing to test the Oculus Rift-mode will still need to read a readme-file to get things working.

Happy Holidays and a very amusing new year! Also stay tuned!

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Post comment Comments  (0 - 10 of 120)
Hawkeye_gekkeiju 6hours 28mins ago says:

forgot one more thing could you send the application for tha alpha test to this email:

(my account email is different)

+1 vote     reply to comment
Hawkeye_gekkeiju 6hours 34mins ago says:

also can you send me a link at my e-mail address for buying one of those oculus rift dk2 thingies ( i have no knowledge in that area

+1 vote     reply to comment
Hawkeye_gekkeiju 6hours 35mins ago says:

I don't know if you'll read this but if all the major work is done ( fight system trades graphics and such) will you release it? I would love to play this game from the vey basics (there's only tier 1, just a few regions to explore<-- because of the high level mobs) instead of waiting for the whole game (when will there be a closed beta)

ps Can i change my e-mail account for gekkeiju online I can't acces my previous e-mail account so if i'd get a message i wouldn't be able to read it

+1 vote     reply to comment
PresidentMozana Dec 10 2014, 11:00am says:

This game has progressed massively since the last time I say it, loads of things have been added and there has been more detail put into the game, I would like to ask some question relative to the game.

1. How much will the game cost?
2. Will there be any feature which users could buy in game i.e. VIP, Armour, Sword or more coins?
3. Will we be able to create guilds/parties and make large towns,city and farms, maybe even a kingdom?

+1 vote     reply to comment
Suvidriel Creator
Suvidriel Dec 13 2014, 9:19pm replied:

1&2. Until this version the game has been totally free. This new version will also be free-to-play but there's a plan to implement so called "Item Shop".

Pay-to-win is against all my ideas so the shop will be mostly for vanity stuff like outfits, hair dyes, clothes dyes, special emotes etc. Some additional quest content may also be sold in the store eventually. The plan is also that the points used in the store could also be somewhat earned by playing.

3. Parties are already supported and guilds are nearly done.

Building of towns etc likely happens using the Player House Land Lots. The land lots can be found all around the world - some inside normal cities while others will be placed inside empty "cities" or so called player cities which are basically just city walls around land lots. So in theory a guild could buy all the land lots inside an empty player city to make their own town.

+1 vote   reply to comment
Groku Dec 6 2014, 1:30pm says:

It look awesome ! !

But what about the roleplay things (like housing, fishing,etc...) ?

Keep it awesome ! Good luck o/

+1 vote     reply to comment
Suvidriel Creator
Suvidriel Dec 9 2014, 5:04am replied:

We have player housing already but the furniture placement system isn't yet done. Basically players can buy land lots from around the map and then choose the kind of house they want to build there.

Land lots can even be found inside towns and cities so players will be able to affect how the major locations end up looking like.

Fishing is something we've had in the previous versions of the game so it'll definitely be added in this as well.

We have other interesting roleplay-elements in the game as well including player instruments - players are able to play so called abc-files using musical instruments. The game also supports synchronized playing in parties which allows players to form bands.

+1 vote   reply to comment
Groku Dec 9 2014, 3:51pm replied:

With the housing, will it be possible for a player to buy a premade building, like a shop or an Inn or a castle (for a high price)?

Definitely awesome anyway ! Now, i can't wait for the alpha ! !

+1 vote     reply to comment
Suvidriel Creator
Suvidriel Dec 10 2014, 5:04am replied:

It's not possible to buy existing buildings but the land lots have lots of different building types to choose from. Small land lots for example have small houses and even windmills, medium lots will get mansions, small forts etc, and the largest land lots will have guild houses and castles too.

There is also a plan that players can add an NPC vendor on their land eventually to sell stuff to players that happen to pass by.

+1 vote   reply to comment
ajbaj Nov 30 2014, 9:40pm says:

How is the fighting system gonna be?Seeing that is has Oculus support will it be something more action oriented?Or basic mmo fighting system?

+1 vote     reply to comment
Suvidriel Creator
Suvidriel Dec 1 2014, 1:24am replied:

We have action combat a bit similar to wildstar. Basically skills have target forms which show each skill's attack range. You can still select monsters to highlight their health but the skills aren't tab targeted.

Currently there is no manual dodge and it may be possible that it won't be added either as movements like that may make all VR players puke.

The Combat in Oculus Rift-mode still requires some more work - currently skills are performed based on character's rotation but in VR it might be best to target them based on the head rotation. This became obvious after some PvP tests with the mode.

+1 vote   reply to comment
ajbaj Dec 1 2014, 10:17am replied:

Sounds awesome!As for the dodging for VR users, instead of doing rolling dodges that cause sickness i was thinking that you could do just swift dodges.Like you know in martial arts movies and animes in which the characters dodge sword attacks by just moving a little to the side or just moving their head outside the path of the sword. I was thinking it would be a cool solution due to the DK2 camera which allows it to see body movement. It wouldn't cause sickness and it would would make the user feel awesome. I don't know **** about programming so i don;t know if it would work.

+1 vote     reply to comment
Suvidriel Creator
Suvidriel Dec 2 2014, 1:17am replied:

The problem is that the player actually needs to move outside the attacker's target form to avoid the attack - this distance is usually so big (1-2 meters) that it'd cause nausea in vr.

Of course there's always the possibility that the dodge is just an active skill that starts somekinda invulnerability-timer instead of actually moving the player. This would, however, make dodging probably a bit too easy.

+1 vote   reply to comment
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