The MMO we all wanted

VanillaReborn

Built on Unreal Engine 5Unreal Engine 5.7 · temporal super resolution · our own world, lit in real time

Our own world, built on Unreal Engine 5 to feel like the 2000-2010 golden age of MMOs: modern graphics, the old feel, and everything done right. Two continents, 52 zones, six capitals, 32 dungeons and raids, ten classes. Shamans and Paladins on both factions, the Blackguard as a tenth class, battlegrounds and rated arenas, and a world that is slow, dangerous and worth crossing on foot.

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rendered in-game · capture pending the next build

The promise

Inspired by the best years of the genre. Built to feel like home.

Most projects like this one try to copy an old game. Vanilla Reborn is a new one, made by people who loved that time and wanted it done right: the scale, the pacing, the danger and the company of other players, on modern hardware with modern graphics.

So the world is big and walked on foot, the dungeons are real places with doors and rooms, the classes are complete on both factions, and the fights you pick with other players have somewhere to happen.

  • The world at the old scale.

    Two continents, 52 zones, six capitals, 24 dungeons and nine raids, each a real place you travel to and walk through.

  • Unreal Engine 5 graphics, the old feel.

    Built on Unreal Engine 5.7: a modern renderer and a dedicated server, with the pacing, weight and danger of the genre's early years. Nothing is rushed and nothing is handed to you.

  • Everything done right.

    Shamans and Paladins on both factions, the Blackguard as a tenth class, battlegrounds and rated arenas from the first day.

  • Our own world.

    Every people, place, character and ability in it is named and made by us.

Under the hood

Built on Unreal Engine 5. Yes, that one.

Vanilla Reborn runs on Unreal Engine 5.7, the engine behind the biggest games of this decade. This is not a skin over an old client: the whole world, every creature, every spell and every dungeon is built and rendered in Unreal, on the same tools the big studios ship with.

So the old scale gets a modern engine under it: the world is built in the editor the big studios use, rendered by Unreal, and kept sharp on the hardware you already own.

  • Unreal Engine 5.7.

    The current engine, not a skin over an old client: every zone, creature, spell and dungeon is built and rendered in Unreal.

  • The editor the big studios use.

    The same tools and the same pipeline, so the world can keep growing without being rebuilt from scratch.

  • Temporal super resolution.

    Sharp at any resolution, so the world reads clean on a laptop and on a 4K desk alike.

  • A dedicated server.

    The world runs on its own server, not on your machine, so what you see is what everyone else sees.

The world

Two continents. Fifty-two zones. Six seats of power.

HearthholdThe human seatHigh Sovereign Aldric Penhallow
Anvilreach DeepholdThe mountain hallHome of the Dwarves and the Tinkerers
HollowmoorThe pale courtThe Pale Queen Mortessa
Ashmaw StrongholdThe war seatWarlord Vrannok Ashmaw
Sunmane CradleThe plains cityHigh Chieftain Tharok Sunmane
Silverbough SanctuaryThe tree cityArchdruid Sylvaine Moonbough

Twenty-four dungeons, nine raids, doors and all

Every instance, with its exterior standing in the world where it belongs and its interior built room by room. Each is listed with the levels it lets in.

    Raids

      Playable characters

      Playable Characters: 16 characters, ten ways of war.

      Eight races, male and female, sixteen bodies. Each race carries its own name, its own body, its own home city and its own starting road. Each people has its own proportions and height, to the centimetre. Click a character to read more.

      HumansHearthhold · Castlemarch

      Farmers, marshals and kings of the green lowlands. The first road most travellers take.

      Start in the farmland south of Hearthhold. Any of the ten classes but Shaman and Druid.
      DwarvesAnvilreach Deephold · Castlemarch

      The mountain folk. Stout, stubborn, and the finest smiths on either continent.

      Start in the snow valleys below the mountain hall. Warriors, hunters, paladins, priests and rogues.
      TinkerersAnvilreach Deephold · Castlemarch

      Small, quick and clever. Tinkers and thinkers who share the mountain hall.

      The shortest of all peoples, by a long way. Mages, warlocks, rogues and warriors.
      Shadow ElvesSilverbough Sanctuary · Thornmesa

      The old forest people, tall and long-lived, keepers of the tree city on the sacred coast.

      Start beneath the great tree and sail to the mainland. Druids, hunters, priests, rogues and warriors.
      Death WalkersHollowmoor · Castlemarch

      The risen dead, free-willed and bitter, who rule the pale court of the moors.

      Start in the graveyards of the moor. Mages, priests, rogues, warlocks and warriors.
      VrullAshmaw Stronghold · Thornmesa

      Warriors of the red mesas, bound by honour and by the warlord who holds the stronghold.

      Start in the dry valley east of the stronghold. Hunters, rogues, shamans, warlocks and warriors.
      LonghornsSunmane Cradle · Thornmesa

      The tallest of all peoples. Horned, plains-born and slow to anger.

      Start on the high plains under the cradle. Druids, hunters, shamans and warriors.
      TrollsAshmaw Stronghold · Thornmesa

      Hunters of the jungle isles, lean and quick, who stand beside the Vrull.

      Share the Vrull starting road. Hunters, mages, priests, rogues, shamans and warriors.

      Abilities · explorer

      Four hundred and forty ways to fight.

      Every ability below is a row from the ability table: its cost, its cast time, its cooldown, its range and its school come straight from the game's data. Pick a class, search, sort.

      AbilityLevelResourceCostCastCooldownRangeSchoolDuration
      Seconds and yards. A dash is zero or not applicable. Names are this game's own; the values are what you will read on your own action bar.

      Talents · build planner

      Plan a build. Share the link.

      Every tree below is the talent table as the game uses it: each talent sits in its row and column, with its rank count and its prerequisites read from the same table the in-game panel draws. Pick a class, spend your 51 points the way you would at level 60, and copy the link to share the build.

      Loading the trees…
      Left click adds a point, right click or shift-click removes one. A row opens once five points per row are spent in that tree; an arrow means the talent above must be at full rank first. Names are this game's own; the icons are the ones you will see on your own talent panel.

      Progress

      Built in cycles. Read on screen.

      The game is built by lanes, each owning a part of the world, and every cycle ends the same way: cut, cook, deploy, certify, then read the live build before anyone says a word like "done".

      Live build
      —
      State
      —
      Next cycle
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      Test flight
      —
      Updated
      —
      49,000+creature placements across both continentsworld spawn table
      1,700+Quest giversquest-giver table
      nearly 600structure models standing in the worldworld structures
      2,900+structure placements, each inside its boundsplaced buildings and props

      Recently landed

        Playtest

        Be there when the gates open.

        The first playtest is closed and small. Leave an address and you will hear from us once, when there is a build worth your evening. No newsletter, no noise.

        What the first testers will do

        • Walk the world.

          Both continents, every zone, on foot and by flight path. Tell us where the ground is wrong.

        • Fight the numbers.

          Trainers, talents, trap timers, curses and mounts, all against the design values. Tell us what feels off.

        • Break the doors.

          Every dungeon entrance, every capital interior. If you can stand where you should not, we want to know.