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Tell us about your adventures and discuss the news with other players on our forums.
Follow the announcements and discussions in the developers’ diary.
The complete list of news and other game details can be found in our support center.
Rate our promotional videos, screenshots, wallpapers, and music in the Media section.
Information for journalists and creators of fan communities: our history, team, press kits and links to press publications about us.
Our game has gained worldwide recognition. Learn more about awards we have won.
Some players want to know if they can play without investing in the game, while others want to know what is available. This is the place for all questions and answers regarding the premium services.
We are happy to share our experience of developing the game, and discuss the technology we utilized and challenges we faced.
We are not just talking. A special adventure generation system will keep you busy as you play. Learn more about this innovative MMO game feature.
Unlike big companies, which mass-produce games, we make just one and we give it our best shot—this is evident in everything. There was one time when we redesigned a button sixteen times until we got the mood we wanted for the page.
We cannot always do things as we should within the time we have, but we always try our hardest. Sometimes we do not have enough resources for fancy graphics, hip music or funny text, so your help is always welcome.
Writing on your favorite game’s message board and not sure if anyone is reading? That isn’t a problem around here: you can catch a developer right in the game chat. No one has ever been left without their answers!
The most valuable result of our development process is the experience we gain. One cannot always make the right decisions, but we can admit our mistakes and learn—honest!
Indie games are always something special. We can afford to add features that big-time developers cannot, due to the risk of losing their profits. We do strange things from time to time—fear not.
Huge adevertising budgets, banners on all of the nation’s websites, television features and Guinness Book of Records entries are something we can still only dream about. Join the game and bring some friends, and we will be thankful (you even get cookies!).
He takes care of the programming, administration, game design, production, monetization, legal affairs, promotion, visual design, website development, game world and story line, usability, strategic planning, QA, support and publishing－but mostly programming.
Responsible for customer support and events, as well as preparation of news and promotional assets. Write her!
He knows everything, he can do it all, and he can teach you. Write Max, and he will channel your creative energy.
This is the man if you are an English-speaking player. He can help with advice and post news. He also accepts your complaints about the translation quality.
If you love space, and have a sense of responsibility and a desire to help others, you have a fair chance of joining our close-knit team.
Initial sketches were made in the summer of 2009: the stars were shining, and the shis were moving. We took the prototype to investment angels and venture capitalists. We had a team of three, and each was responsible for his part: the game design, the visuals and the programming.
A year later, we got serious about the project. We pooled our savings to lease an office and applied for Mozilla Corporation’s GAME_ON contest. Only two of us were left by that time, and we made up for the lack of a game designer with ten to twelve hours of hard work a day.
In the February of 2011, our project won the Best Technology category and for the first time gained some attention from the press and players. The game was an engineering demo at that moment, but many players could spend dozens of hours in our world even then.
In the April of 2011, the artist left, and the project’s fate was hanging in balance. However, work continued. May saw phase one of a closed beta test, which was designed to test the server. Phase two of the closed beta in January 2012 saw a functional role system.
The project kept maturing and improving throughout 2012, until it became a full-fledged game with every MMORPG characteristic. In the fall of 2012, we moved on to an open beta test. Around the same time, we applied for a gaming project contest sponsored by the Hight Technology Park and Wargaming.net. Our game was hailed as the best gaming project of the year as early as November 1, 2012.
Thoughout 2013, the content and features were growing, new tools were added, performance was improving, and most serious issues were fixed. Several gamemasters joined the team during the year, to support players and help the developer.