A browser-first 3D MMORPG · in development
The Great Cloud — a browser-first 3D MMORPG
Gather, craft, trade and explore a persistent online world ruled by a living, player-driven economy — where something called the Great Cloud keeps generating realities, and nobody can agree what it actually is.
Join the waitlist · Have a code? Play the closed playtest
Everything here was made by The Great Cloud.
It generates worlds, creatures, resources and whole regions — and rewrites reality when it feels like it. What it is remains an open question, and the world has opinions.
- Some say it is divine — a god that dreams worlds into being.
- Some say it is technological — a vast machine, quietly computing reality.
- Some say it is fictional — and that we are the ones imagining it.
It is never permanently defeated. That’s rather the point.
Eight pillars hold it up.
- 01 Player-Driven Economy — Prices are set by what players gather, craft, consume and destroy — not by vendors.
- 02 Dynamic Scarcity — A global engine targets supply per active player, so rarities stay rare without going extinct.
- 03 Meaningful Crafting — Controlled randomisation means two players crafting one recipe rarely get identical results.
- 04 Long-Term Progression — Levels, skills, gathering and crafting mastery, reputation — built to support years of play.
- 05 Social Interaction — Cities, guilds, housing, co-op raids and arena PvP. The world is better with people in it.
- 06 Infinite Expansion — Designed so new resources, biomes, quests and raids can be generated without rebuilding the game.
- 07 Living Narrative — A world with self-aware humour and a central mystery that is never permanently solved.
- 08 Fair Monetisation — Revenue is cosmetic-only. You can never buy power, levels, resources or an economic edge.
A market with a pulse.
Prices aren’t set by us. They move with what every player gathers, crafts, consumes and destroys — one shared, global economy. Above it sits a scarcity engine that keeps the rarest things rare without ever letting them vanish.
No two crafts alike.
Loot isn’t scattered on the ground — it’s made. Every recipe runs through controlled randomisation, so quality, stats and finish vary on every craft. Two players following the same recipe will rarely hold the same result.
One world, four tiers of danger.
- Safe Zones (no combat) — Trade, craft, decorate and gather. No hostile encounters. Capital cities, Market towns, Housing districts, Social hubs.
- Beginner Zones (low threat) — First steps. Low-level enemies and starter resources. Forests, Meadows, Rivers, Hills.
- Mid-Level Zones (rising threat) — Improved rewards and stronger encounters. Swamps, Highlands, Ruins, Caves.
- Endgame Zones (extreme) — Rare resources and advanced challenges for the prepared. Volcanic regions, Crystal wastelands, Ancient facilities, Corrupted landscapes.
Pick a side. Or several.
- ChatNPC — Knowledge & guidance. Always has an answer. Whether it’s the right one is another question.
- The Order of Clawed — Reasoning & planning. Thinks ten moves ahead, then thinks about the thinking.
- The Twin Minds — Parallel realities. Two answers to every question, both somehow correct.
- The Herd — Distributed cooperation. No single leader. Somehow still gets there first.
- The Oracle of Sparks — Innovation & experiment. Builds the thing first and reads the manual never.
Cosmetic-only. Never pay-to-win.
The game has to pay for itself — through skins, housing décor, mounts, companions and emotes. Prestige you can buy. Power you cannot. Success is earned in the world, by everyone, on the same terms.
You can never purchase:
- Combat power
- Levels
- Resources
- Crafting advantages
- Economic edge
Built in the open.
- Multiplayer Foundation (done) — Server-authoritative movement, persistent character data, zones and sessions — multiple players sharing one world.
- Economy & Crafting (done) — A live global marketplace with real player-set prices, the dynamic scarcity engine that keeps rare things rare, and a four-roll crafting system where no two results are alike.
- Progression & Combat (done) — Character levels, gathering and crafting masteries, faction reputation — plus server-verified telegraphed combat, an ability loadout system, enemy AI and raid encounters with full boss phases.
- Social & Endgame (done) — Persistent chat, guild systems, player housing instances, inter-player mail, arena PvP with matchmaking and a seasonal events framework.
- Art & Production (now) — Every functional system going through a full visual pass — 3D environment assets, character and enemy models, the UI/HUD layer, world population, lighting and effects.
- Alpha Release (next) — A first wave of founders invited into a visually complete world to shape the economy and living narrative as it comes fully online.
Be here before the Cloud notices.
We’re inviting a first wave of founders to gather, craft and shape the economy as it comes online. Founder status is prestige only — never power.
Join the founder waitlist · Privacy notice