A world that constantly changes and that's driven by player interactions. In Realm Zero, you control the evolution of the game and surrounding elements. This includes everything from monster spawns, resource nodes, territory zones and player housing!You have complete control over the progression of your character, without permanent commitments. With our skill based system, you have the freedom to create a truly unique character to meet your play style!Straying away from traditional MMO game play, we offer FPS combat! With this fast paced game, there is never a dull moment! Removing the need for countless hours of grinding, jump right into the action and demonstrate your true player skill!

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House Stages House Place - With Validation Player Zones - House Placement
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0 comments by Trenial on Jan 26th, 2015

Since the alpha release a few patches have been published to address some minor performance issues and glitches. We've also implemented a new lobby/creation scene, which also includes a revised user interface to achieve a unified appearance throughout the game.

This patch is loaded with several new game features and also includes some heavily revised back-end server architecture! The focus this year is to continue and build out the overall design, while constantly adding new game mechanics to make the game enjoyable.

Context Menus

This has been on the request list since day one and has finally been implemented! You can now right click on items within your backpack or equipment window to be presented with a context menu. This feature has also been added to certain interaction items such as trees & rocks and will be expanded further as new features become available.

For Example: The only action available on a tree currently is chop, however there may be other options available at a later date such as: climb, water, etc.

Context Menu

Smelting & Wood Refining

Since the alpha release I've been telling everyone to stock up on wood/ore as the next features implemented would depend on these two items. You can now right click on them and choose either: smelt or refine, respectively. Instead of making players sit in front of the machine and smelt countless amounts of ore, I've implemented a recursive system which constantly reevaluates skill gain, consumption and success rate on an individual stacking basis.

Instead of making players sit in front of the machine and smelt countless amounts of ore, I've implemented a recursive system which constantly reevaluates skill gain, consumption and success rate on an individual stacking basis.

For Example: Let’s say you have a stack of 99 ore and each smelt requires 3 ore to 1 ingot. Instead of smelting 33 individual stacks, you simple click once and the server performs the logical operations yielding the same results. This is reflected in skill gains, lost materials and successful smelts.



Now that we have all of this refined material we items to craft! Thus the first crafting interface system is born, blacksmithing. A lot of thought was put into this system to achieve a somewhat dynamic yet simple to use interface that would really give the player options in their design.

You start by choosing a category: weapons, armor, tools and then select the desired item you wish to construct. You are then presented with a standard template showing the minimum required materials and projected properties of the item.

Next to each column you will see three icons listed vertically these are the (optional) primary and secondary crafting boosts. You can choose one from each column and the options are: success, durability or magical properties. In order to select a boost it must have at least one material above or below the selection and additional materials are required for the creation.

Also someone who has a mastered this skill can inscribe their name on the items they create. This name will be present to anyone viewing the item.

For Example: The pick axe can receive either a success and/or durability boost. You cannot apply a magical properties boost, since the last two template item slots do not require materials.

Improved (Progressive) Skill Gains

The system before was dreadfully slow and rightfully so as I never put any logic behind the gain process. Now you will gain a lot faster and at a variable rate at lower skill level. As you progress and your skill increases the variable rate tightens and overall skill progress slows down.

This makes it easier for someone just starting out to get a handful of useful skills in a relatively short amount of time. However someone who wants to truly master a profession has to put a little more time and effort into the process to get those last few points.

Server Architecture

I've been putting this off for quite some time simple because it was an “unknown”, I didn't know what would happen. However once I began implementing the crafting system, it was time to take the plunge!In my opinion any good client/server structure needs to perform validation and reference checks on both the client and server respectively. Up until now this was not the case and it took several weeks to revise the code. However the server is now 100% compatible with the Unity3D environment and can directly reference terrain, items, physics and database files.

This is huge! All look-ups are now performed through a shared binary database to ensure validation and item accuracy. Moving forward we now have the ability to create a server controlled physics engine for handling item movement or explosions. We can perform terrain and height validation on players server-side, sorry hackers. Best of all using the server engine on a graphics enabled machine allows for real-time viewing of the environment and players.

Alpha Access

Since registration was opened we've had more than 2,000 registrations with only 1/3rd of those players actually downloading and installing the game. While I appreciate your interest in the game, the entire point of alpha is to extensively test the game as new features are implemented. Alpha is not an excuse to reserve an early spot with no intent on playing until release.

With that being said, starting February 1st anyone who has not signed in EVER will have their account access dropped to standard (no-access). After that moving forward you must sign into the game at least ONCE per 90 days in order to keep your alpha status active.

Alpha Registration (Closed, Invite Only)

Alpha registration has also been closed and new applicants are by invite or special promotion only. However those players who maintain an active alpha account will automatically be permitted into the beta upon its release later this year.There is no open-beta enrollment planed outside of special offers.

Secure Your Spot

We are growing and this year will be one of exciting new features and content expansions! As we continue to expand there are addition costs to be incurred, this is to be expected. This includes everything from additional hardware, licenses, models, music, sounds, etc.

If you would like to secure your account throughout the alpha, beta and even acquire some extra perks we have a few options available for you. We've started a GoFundMe campaign to boost production of this project and help cover some already incurred costs.You can visit the campaign here: Gofundme.comIt takes a lot to make an online game any and all support will be appreciated.

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Post comment Comments  (0 - 10 of 22)
ryukoo Jan 29 2015, 6:55am says:

been waiting two days for an email to be sent so i can activate my account on the forums to play this game

+1 vote     reply to comment
realmzero Creator
realmzero Jan 30 2015, 7:22am replied:

There was an issue with the forum sending out notifications. This issue has been resolved.

Make sure you read the article above, We've now entered closed alpha and new access has been restricted for Alpha accounts.

However, you can choose one of the options from the link below and access will be granted to your account.


+2 votes   reply to comment
GeoDaRay Jan 19 2015, 8:12am says:

Are alpha registrations closed?

+1 vote     reply to comment
realmzero Creator
realmzero Jan 19 2015, 11:46am replied:

You can still register and try out the game.


The next patch should go live next weekend, which includes context menus, smelting, wood refinement, and a few Blacksmith recipe.

+1 vote   reply to comment
peroxide4u Dec 21 2014, 9:29am says:

I cant register for the website all it tells me is to but a username and a pasword

+1 vote     reply to comment
realmzero Creator
realmzero Dec 22 2014, 12:26pm replied:

Simply visit,

We are leaving Alpha registration open a little longer. Once registered you will be able to sign into your account via the website and download the alpha game client.

+1 vote   reply to comment
truefx001 Dec 16 2014, 7:58pm says:

Great work don't let haters stop or discourage you from what you doing they are only jealous for not being able to get anything done.Best of Luck

+4 votes     reply to comment
captaincrud Nov 14 2014, 10:19am says:

That's all pre bought unity store stuff be warned. A junior high kid could put that together in a few days easy. To many not real developers using unity last 2 years.

There leather armor https://www.assetstore.unity3d.com/en/#!/content/21108
There plate armor https://www.assetstore.unity3d.com/en/#!/content/20618
The human UMA models are Free
There GUI https://www.assetstore.unity3d.com/en/#!/content/18436

Dont be fooled at this point I really don't see a lot work in this project.

-1 votes     reply to comment
realmzero Creator
realmzero Nov 14 2014, 12:59pm replied:

I'm sure your expert opinion is very important, just as i'm sure you took the time to look through the website.

Had you taken that time, you would see this project was started 2 years ago developed in C++ and OGRE3D. About a year into the project after most of the networking code was designed and the core concepts implemented, I switched to Unity 3D.

I started this project alone, receiving much criticism much like you are dishing out now. It's no surprise that I use some pre-built assets from Unity, only an idiot (working by himself) would try to do everything with a limited 15 hours per week. I actually use about 27 different Unity packages all combined into sweet sweet harmony.

Let me help you out, here are a few more assets that I use:
Fantasy Progress Bars: Assetstore.unity3d.com
Farm Animals Pack: Assetstore.unity3d.com
Graphical Overlay System: Assetstore.unity3d.com
Relief Terrain: Assetstore.unity3d.com

I'm not a graphics artist, I'm a software engineer with 20+ years of experience. I have written countless amount of code (original) and heavily modified others. Our game is currently up and running (networked) with a lobby, queue system and more!

When it comes to graphics I wouldn't even attempt to create armor, goats, pigs or even trolls. I leave the troll creation up to the masters.

Fortunately I've started to receive additional help in the areas of art, terrain design, music and more!

+4 votes   reply to comment
Jetcutter Oct 28 2014, 10:39pm says:

Glad to see the revitalization, what's in store for us??

+2 votes     reply to comment
realmzero Creator
realmzero Oct 31 2014, 6:05am replied:

Hey Jetcutter,

Quite a bit actually. Development is moving at a rapid pace now that most of the groundwork has been laid. Don't get me wrong, I still have a lot to code, but this year has been great and tons of progress in the new engine.

After the Alpha launch, players can look forward to a new patch every 1-2 weeks. These patches will include fixes, features and additional skills and features as we progress.

Soon, (Next Week) I begin a vicious cycle of improving the character system. Currently there are over 500 animation to implement. Things like mounted combat, weapon types: 1-handed, 2-handed, staffs, etc. During this time comes some improvement to movement style. I'll be separating animation cycles to increase the fluid movement and preparing the player for COMBAT!

I'm trying very very hard to get spell combat implemented before Alpha release and currently it's looking pretty good. In the event it doesn't make it... :( It will come in the following month, but we are aiming for success!

+2 votes   reply to comment
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Realm Zero
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Released Dec 18, 2014
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Patch tomorrow, land claiming & house construction! #mmo #mmorpg #indiedev #gamedev #playerhousing #onlinegame #sandbox

5hours 14mins ago

Fun coding session tomorrow morning! Visual house demolition w/ resource reclaim scattered to the ground! #gamedev #sandbox #mmo

Feb 26 2015, 7:21am

The campaign crossed the $500 threshold and is now publicly searchable! (Spots are limited!) #gamedev #mmo... T.co

Feb 25 2015, 5:40am

Zone/Housing roughly 90% done. T.co #mmorpg #gamedev #indiegame #mmo #sandboxer

Feb 24 2015, 7:35pm

Dialog work almost finished, so much to consider for a few screens!

Feb 23 2015, 5:57am

@Sneekiepeat @MSandersonD Lots of skills are inspired from Ultima Online. Many will change and there are others not announced yet.

Feb 23 2015, 5:47am

Today i'm coding the house construction stages. This will handle the visual updates and loading of player housing... T.co

Feb 22 2015, 7:40am

Lots of upcoming features. More screen caps tommorow of house progression stages. #mmo #mmorpg #gamedev

Feb 21 2015, 6:37pm

Featured on Indie Game Magazine today! #gamedev #indiegame #mmorpg T.co

Feb 18 2015, 6:24pm

Grid systems have been sorted out and function for land claiming, land prospecting and upon entering zone... T.co

Feb 16 2015, 5:40pm

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