Key art: four heroes on a ridge overlooking a sunset valley, a castle floating above the far mountains
Now in Early Access · Metatransformer Studios

Valenfeld

The most hardcore open-world RPG you'll play this year — a vast, hand-woven continent with the density of Morrowind and the teeth to match. Explore on foot, delve dungeons with your friends, master ten schools of magic, and chase legends worth dying for. No fast travel. No markers. No mercy.

Solo or online co-op848 places · 304 spells · 59 factionsNo fast travel · no markers · no scalingWindows · macOS · Browser
Watch it run

See the Vale in motion.

A look at the early-access prototype as it plays today — combat, looting, character creation and the world itself. New dev logs as the game grows.

First-person view above the snowline at 4am, rain streaking down over pale jagged peaks under a purple sky
One massive world

A whole continent, and no fast travel out of it.

A vast, hand-woven island — snow peaks, green vales, burning wastes — stuffed with secrets and treasure down every valley, and not a single quest marker telling you where to look. Earn a horse to ride it harder. Learn to Levitate and fly clean over the mountains.

  • Open world
  • Hidden secrets & treasure
  • No fast travel
  • Ride a horse
  • Take flight
First-person spear fight against a Grave Lurker skeleton deep in a torch-dark cave, the HUD showing the enemy health bar and skillbar
Delve together

Dive the deep places — with your friends at your back.

Caves, barrows, sunken vaults and drowned shrines, each its own kind of lethal. Drop in with a party in online co-op, split the loot and watch each other's backs — or turn on each other in PvP and take it all. Death is real and the loot is rare. Choose your fights.

  • Online co-op
  • PvP
  • Hand-built dungeons
  • Rare, fixed loot
  • Lethal combat
The Alchemy specialization screen — three skill paths (Brewer, Physician, Vintner) as vertical trees of diamond nodes up to a mutually-exclusive tier-75 keystone
Become anyone

Ten schools of magic. A hundred ways to be dangerous.

Seven races, classless use-based skills, and deep specialization trees with no respec mean no two characters play alike. Raise a necromancer, a summoner, a spirit-shaman, a blade-dancing assassin — then start a new save and become someone else entirely. Your build is a decision you live with.

  • 10 spell schools
  • Necromancy & summoning
  • Classless builds
  • Specialization trees
  • Endless replayability
The town of Valenfeld at night beneath a vast pale moon — a dark keep at its heart, lamplit houses and townsfolk on the green below the mountains
Make a life in the Vale

Mine it, forge it, sell it — and buy a home to sleep in.

Become a master smith at the forge. Buy a house in town and sleep in your own bed. Join a guild and climb its ranks, run questlines for the Great Houses, or never draw a blade at all — haul a caravan of goods across a living price map and get rich on the road.

  • Smithing & crafting
  • Buy a home
  • Guilds & factions
  • Questlines
  • Caravan trade
The seven peoples

Seven peoples. Pick your blood.

Your race is a permanent tilt to the whole game — how the world reads you, what magic answers your hand, and where you breathe easy. Concept art for the seven playable peoples of the Vale.

See all the concept art
The world

A world you cross on foot.

No fast travel, no markers. Walk the Vale at night under a great moon, climb above the snowline in the rain, descend into halls that have waited a long time for you. Distance is content — and every view is one you earned.

A walled hill-town seen from a ridge above at night — lamplit cottages clustered around a stone tower, a fortress wall climbing the dark green slopes behind
The Eastern Hills at 3am — a town below, a fortress wall climbing the slope, and the dark between.
A great white spired temple rising from sandy foothills under a rose-and-violet dawn, rain falling, golden banners flanking a chapel
The white spires of the Rampart Foothills, at first light through the rain.
A hazy vista from a high overlook with a settlement, a river and a footbridge far below
From the overlook: a settlement, a river, and a long walk down.
A great dark tree at dusk amid red foliage under a purple, foggy sky
The Hollowing Oak, at dusk — the kind of landmark a rumor sends you to find.
A torch-lit processional hall of pale stone pillars with a red carpet leading to a golden altar, white braziers burning down both sides
A processional hall deep underground — pillars, braziers, and a long red walk to whatever waits at the altar.
Delves

Every delve is a different kind of place.

Caves, barrows, vaults and drowned shrines are built as declared types, never one-off boxes — each reads unmistakably its own way, with its own light, masonry and dangers.

An organic rock cavern lit by glowing fungus

Cave

Organic, fungus-lit rock. The glow of the fungus is the only light — no torches underground.

A torch-lit hall of dressed cut stone

Barrow

Dressed cut stone on a tomb-builder's grid — close, torch-lit, and full of the long-buried.

A symmetric stone hall lit by tall glowing resonator pillars around a pedestal

Vault

The Vallen Imperium's echo-architecture — a processional hall lit by pulsing resonators, cracked by a Sundering fault.

A flooded shrine you swim through, a single blue light glowing under the low roof

Drowned shrine

A flooded nave you swim through — surface to breathe, then dive beneath the low roof for what sank with it.

Step into the Vale.

Free, in Early Access, and out now. Play it for desktop or in the browser — no signup, no catch. Bring a friend for co-op, then come find the rest of us in the Discord.

Windows macOS (universal) In-browser