What is Crowfall?

A Massively Multiplayer Online Role Playing Game (MMORPG) with survival and strategy elements unlike any previous MMO.

Wage war against other guilds or factions in dynamic and nonpermanent campaign worlds, then return to your Eternal Kingdom to reap the spoils of battle (or to lick your wounds and regroup).

"It's like Game of Thrones meets EVE Online" with a bit of The Walking Dead thrown in too!

"Throne war simulator"

"Eternal Heroes, Dying Worlds."

A spirital successor from the creator of Shadowbane with developers from Ultima Online and Star Wars Galaxies

Official Kickstarter overview video

(Feb 2015)

My summary

(Nov 2016)

  • Anti-theme park style - open world sandbox and wants to bring back socialising to MMO.

  • Does not have levels, grinds, quests or raids. "The End Game is the Game".

  • Non tab targetting. Aimed action combat with physics effects, player collision and power combos.

  • Group, Guild or Faction PvP focus (including the creation, sieging and building/destruction of cities, castles and caravans

  • Deep crafting system and completely player driven economy where all items are player crafted, will decay, be destroyed or stolen.

  • The campaign game worlds will support thousands of active players and be the size of your typical MMO contintent in one seamless zone without loading screens.

  • The worlds will change over real world time (weeks to months) becoming deadlier and harder to survive in as the seasons turn from spring to winter until the world as a whole is destroyed and won by a specific group of players (e.g. will last a set time such as 3 months or until a specific win condition is met)

  • After which you will join another world that will be completely unique with a new landscape, rules and win conditions with everyone starting mostly from scratch - but your character progression will continue.

    You will be able to take small amounts of resources/items both in and out of campaign worlds depending on the rules and how you succeded!

  • Multiple world types to choose from of varying rules, risk and rewards. e.g. 3 faction, 12 faction, guild versus guild free for all etc

  • You will also be able to build and control your own persistent personal world ("Eternal Kingdom") which act as housing, social and trading hubs with other players
  • Deep character customization and progression system - choice and specialisation matter.

  • Primary progression via time based passive skill training trees like EVE online. No grinding or playing 24/7 required to compete.

  • "Horizontal progression" - training and gear grant options and specialisation, but not endless raw power increases.

    A trained player will not automatically be able to kill endless hordes of less trained players like most MMOs.

    Player skill and teamwork more important and allow you to contribute straight away!

  • No endless "firehose" healing (yet there are still impactful support classes with access to healing)

  • 12 base races:

    human, half-elf, nethari, fae, wood-elf, high-elf, half-giant, stoneborn, elken, minotaur, centaur, guinecean
  • 11 base classes spread between tanks, damage, support and specialists.
  • Assassin, Champion, Confessor, Druid, Duelist, Frostweaver, Knight, Cleric, Myrmidon, Ranger, Templar

    Each of these will have a archetype specific sub class (Promotions) to pick from a choice of ~3. e.g. a druid could pick to be a Witch, Arch-Druid or Earthkeeper etc

    As well a choice of multiple general sub classes (Discpline runestones) at once from options (hundreds of options spread between combat, crafting and exploration)

    For example the same Druid could become a Bard and Banshee that uses a new weapon type such as a scimitar or a shield as well as picking up a number of minor stones to alter their gameplay style and options.

  • It is not a MOBA!

  • Yes there will be future visual character customisation and gender options for the majority of races

    (excluding the "monster" races - the minotaur, guinecean, elken and stoneborn)

Payment model

Buy once to play ($50 retail) with optional VIP subscriptions for convenience and broader options but never raw power.

Strict stance against pay to win or free to play payment models and tactics:

the company doesn't believe free-to-play, which "so easily turns into either pay-to-win or nagware,"

Coleman said that customers are tired of "slash and burn tactics of free-to-play where your goal is to get people in and to monetize the hell out of them for days or maybe weeks and then churn them out and replace them."
[developer quotes]

They dont want to "design the game around constantly hounding the players for money." [developer quote]

"We've been very reluctant since the beginning to go the traditional fundraising route for our game, which is the big box publishers.

We philosophically like the idea of being answerable to our players first and foremost
[developer quote]

Any elements in the store are cosmetic only or can only be used in the Eternal Kingdom player housing worlds (separate from the game campaign worlds)

Anything you can buy via the store you will also be able to build for free via in game resources. [developer quote 1] [developer quote 2]

See also statement with regards the design and expectation of some high store prices.

A few people will buy them, but not many.  A handful of guilds, maybe.

Mostly, they'll be crafted, which makes the numbers theoretical.  When an eve battle results in "$150,000 worth of ships destroyed!" that is technically true, but most of it is virtual money.  Do some people spend that kind of money?  yes, but it's exceedingly rare.

These are the biggest, most impressive strongholds in the game.  If we want it to take a long time to build one (even for a large guild) then the resource cost has to be extreme.  Multiply that out into theoretical dollars, and it's big numbers.

[developer quote]

Early access and estimated release

Estimated open beta then "soft launch*" release by end of 2017. (*"the core module" and at which point player data will not be deleted - with further elements being developed after)

Currently in pre-alpha testing.

You can gain access to playtests (that run at specific times only) by buying a pledge package via the store. There are no NDAs, you can stream and make videos as you wish.

These packages will also include the full retail copy of the game and other bonuses.

The alpha playtests are true alpha tests - it is not a full game at this point, nor is it a Steam early-access style bait and switch pre order scam.

You will be able to directly talk to the developers and help make the game. They are completely open with their development and listen closely to feedback.

To gain access to current pre-alpha tests:

invitations now open to $69 Beta 1 backers (previously was the $99 pledge Alpha 3 access.

Or you can wait for future closed beta $69/$45.

Beta 1 backers have been invited to the tests in december and beta 2 backers in first quarter of 2017. These are not beta start dates! [developer quote]

Also a free open beta sign up. You'll get in even earlier using a youtube or twitch affiliate link [and cheaper prices on pledge packages]

Please note at the start of the new test phases they may temporarily stagger testers by access level to scale numbers and major bugs first (e.g. pre alpha 1 firstly quickly then inviting down the chain in waves]

Official "What is Crowfall FAQ"?

(Copied Nov 2016)



Crowfall is a massively multiplayer online role-playing game (MMORPG), a game that is played online in a persistent, shared environment with thousands (and thousands, and thousands…) of other players.

We think Crowfall is a unique flavor of MMO, something we like to call “a throne war simulator” because we’ve designed it to be a very different game experience. It has elements in common with strategy games, political simulators, survival games… and a few elements that don’t really exist anywhere else.


There are monsters in Crowfall – lots of them – but they are intended to raise the general “threat level” of the game rather than being a primary focus. Crowfall does not have any instanced PvE dungeons, quests and raids; however, the worlds WILL be crawling with monsters and former inhabitants of the dying worlds.

Many modern MMOs have embraced the theme-park design model: players are placed on rails (driven by linear questing) and not allowed to deviated from the expected path. Crowfall doesn’t follow this model. The world exists with a set of rules and players are given the freedom to do whatever they like. 

Yes, players will often need to fight monsters to achieve some larger objective (i.e. to gain access to harvesting nodes or points of interest, to scavenge for food and equipment or to simply survive). Many of these creatures will be very challenging to defeat – even for groups of players working together. However, nothing is forcing you to face these challenges. It is up to you to decide which path you wish to take.


No, Crowfall can only be played as an MMO.


You can absolutely play solo, but the universe itself is a shared environment. Many of the game systems are designed to entice you to interact with other players. 


Since the game does NOT use a standard advancement mechanic (kill monsters = gain experience = level-up) and instead uses passive training (skills increase over time) it poses the question, “Why fight monsters at all?”

The answer is that it serves some larger objective. For example, certain recipes may require reagents that can only be found by defeating particular creatures. Powerful enchantments require you to capture thralls -- dangerous “ghost” NPCs that can be magically bound into weapons or armor. Resource hubs (quarries, mines and mills) produce excellent resources (in quantity!) but will be difficult to secure. And players will often need to face dangerous creatures in order to stockpile food for the winter.

As the campaign winds down (and winter approaches), survival becomes more difficult. The monsters become more deadly, resources dry up, and the Hunger bleeds the warmth and remaining sustenance from each world.

Indiegogo summary

(Nov 2016)


ArtCraft Entertainment

An Austin, Texas based independent developer and publisher of cutting-edge massively multiplayer online role-playing games (MMORPGs). ArtCraft was founded by two experienced MMO executives: J Todd Coleman and Gordon Walton. Coleman and Walton have recruited an experienced team of AAA game engineers, managers, artists, and designers to build and launch Crowfall. In the video game industry, AAA, or Triple-A, is a classification term used for games with the highest development budgets and levels of promotion. A title considered to be AAA is expected to be a high-quality game, and one of the year's most anticipated titles.

J Todd Coleman, Creative Director:

Todd brings a wealth of creative and entrepreneurial experience to ArtCraft. He founded Reliant Data Systems (acquired by Compuware Corporation in 1999), Wolfpack Studios, Inc. (acquired by Ubi Soft in 2004) and was the VP of production and creative director for KingsIsle Entertainment, Inc. As the co-creator and creative lead of Shadowbane, Wizard101, and Pirate101, Todd has built a reputation for pushing the boundaries of MMO design. His games have received numerous awards (including Game of the Year, Audience Choice, and Family Game of the Decade) and he was personally recognized by Gamasutra as one of the top 50 developers in the industry and by Massive Gamer magazine as the #1 Most Influential Game Developer in the World.

Gordon Walton, Executive Producer:

Gordon has been building games and managing game development for more than 35 years, and has spent the last 20 years managing MMO games. He was VP of Online at Origin Systems, managing Ultima Online (the first-ever MMORPG), VP and executive producer at Maxis, managing the Sims Online, and VP and Executive Producer at Sony Online Entertainment for Star Wars Galaxies. Gordon then went on to become the co-studio general manager at BioWare Austin for Star Wars: The Old Republic, and was most recently the VP and executive producer at Disney Playdom. He has personally developed more than 35 games and overseen the development of more than 200 games.

(Tinnis inserting the following two noteworthy additions from Crowfall Team page)

A professional game designer and frequent writer on issues of interactive design, Raph Koster was the lead designer on the seminal online world Ultima Online, which first brought online worlds to the mass market. Until March 2006 he was Chief Creative Officer for Sony Online Entertainment, makers of EverQuest, where he previously led the design of Star Wars Galaxies.

Former Marine sergeant, Thomas “Blixtev” Blair has been designing and building online worlds for over 14 years. In that time, he shipped two expansions as a designer on EverQuest (Planes of Power and Legacy of Ykesha). He transitioned to the Star Wars Galaxies team during the implementation of Jump to Lightspeed and remained through two more expansions, eventually becoming lead designer. Post Galaxies, he led the DC Universe Online team as lead systems designer while building the initial launch game. Blair is a very “technical” designer, getting his hands dirty in the underlying systems that make MMOs work.


Crowfall is ArtCraft’s flagship title.  It is a massively multiplayer online role-playing game (MMORPG), a persistent virtual world that can be shared by hundreds of thousands (or millions) of online players. It is unique in that it has been designed as a “a Throne War Simulator,” offering gamers a very different in-game experience compared to traditional MMO titles. Crowfall combines the persistence of an MMO with the ability for players to change the virtual world, allowing teams to win (or lose), as in a strategy game.  Thousands of players are vying for control of a virtual throne, where the only options are to win or to die.


Like traditional MMOs, Crowfall has a third-person (over the shoulder) view with mouse and keyboard controls. The scoring mechanism is tied to various actions in each campaign. Players can build and destroy features within the virtual universe.  Find an old castle ruins, clear it out, and rebuild it into a fortress. Gather stone and build a stronghold at the mouth of a river. Collapse a mine to deny other players' the production of iron. Crowfall's action-based combat system allows players to engage in sword battles, throw fireballs, and even topple castle walls - all in real time, and all witnessed by thousands of other online players.

Static Worlds

The problem with traditional MMOs is that they are inherently static, meaning the state of the virtual world doesn’t change based on the actions of the players. This model is known as ‘theme park’ MMO design, where the players are treated as passive participants in the world. The theme park model of design has some advantages; most notably, it allows the designers to retain as much control as possible over the players’ experience, so that they can homogenize it as much as possible. This homogeny is helpful to achieve scale, but, unfortunately, players eventually figure out the patterns of the game and realize they are no more the hero of the story than every other player. Once that happens, the experience becomes hollow.

Dynamic Worlds

Instead of pre-canned adventures built from a linear series of quests, ArtCraft is building worlds that are dynamic. Crowfall is built using this model, where players can make decisions and take actions that change the outcome not just for themselves but for every other player. This creates a far more engaging and immersive style of gameplay.

Throne War Simulator

Crowfall is an MMO that players can actually win. ArtCraft calls it a "Throne War Simulator." The worlds of Crowfall feature unique maps, rules, and victory conditions. Each world is a unique strategy game, and players join teams (Factions, Guilds, or Noble Houses) to vie for control of a virtual throne. The worlds are also time limited - they last until one team conquers the map and is declared the winner. These "Campaign Worlds" can last a few weeks, a few months, or even up to a year.

All worlds are fully customizable. In each, players can chop down trees, quarry stone, fashion tools, build houses, craft goods, and farm. They can also set up shops and trade with other players, defend their lands from an enemy clan, recruit players to be their vassals, raise an army, establish trade routes, and hire bodyguards, mercenaries, scouts, and assassins.

In the worlds of Crowfall, there are three paths to building an Empire: Glory, Wealth, and Power.


Defeat enemies through brute force and strength in combat. Players can recruit an army and storm their enemy's gates, and use siege weapons to topple towers and tear down walls. The world is theirs to build, and destroy!


The amassing of economic strength begins with a crafting system that leads to an intricate web of trade routes and supply lines that cross between campaigns and kingdoms. Players can invest their wealth and grow an empire - building castles, strongholds, shops, houses, temples, and guildhalls. They can craft artifacts of wondrous power, or other masterfully crafted goods, that can be bought and wielded by other players.


The ultimate endgame - the net sum of a player's achievements across every campaign and every kingdom. Players serve as Monarch, carving their land into provinces, and recruiting vassals, noble houses, mercenary companies and merchant guilds to consolidate power under their banner.

Eternal Kingdoms

In addition to Campaign Worlds, the game also allows players to create and manage their own guild and personal Kingdoms. Unlike Campaign Worlds, these never expire. They exist as social hubs, economic marketplaces, and guild housing for players to build cities, craft items, display trophies, and enjoy a bit of "down time" in between campaigns.

Kickstarter summary

(Feb 2015)


A seamless blend of an MMO with a large-scale Strategy game!

Players control the universe, to shape as they see fit.  We call it a Throne War Simulator, and it’s different in three fundamental ways:


Eternal Heroes, Dying Worlds. 

Characters are persistent, but the Campaign Worlds are not. Players are Immortal Champions, traveling between realms to fight in an eternal War of the Gods.

Each Campaign World is a server or "realm".  It exists for a limited time – typically 1 to 3 months -- or until some win condition is met. 

During this time, the World will change.  Each Campaign has four stages: Spring, Summer, Fall and Winter.

With each passing season, the World grows more deadly as the land is consumed by an unstoppable legion of undead -- The Hunger.


Everything Changes and That Changes Everything.

The Worlds are made of voxels (like Minecraft, only much less blocky) – which means the entire World is destructible.  We are harnessing VoxelFarm technology to generate an endless succession of unique and interesting Campaign Worlds for you to mine, shape, conquer and destroy. 

Our Campaign maps are procedurally generated -- meaning that we automate the process of creating every mountain, forest, river, castle and abandoned village.  Each World is different, which means that the game of territorial conquest will be different in every Campaign.

The beginning of each Campaign is like the first round of Civilization: players are dropped into a harsh environment, surrounded by Fog-of-War. The Worlds are filled with deadly monsters, haunted ruins, abandoned quarries... and the most dangerous predator of all, other players. 

Craft weapons, scavenge armor, secure a stronghold, forge alliances and conquer the World.


Allies. Enemies. Empires. Betrayal. Risk. Conquest.

There are two types of Worlds in the Crowfall universe: the Campaign Worlds, which produce materials (stone, iron and wood) and the Eternal Kingdoms, which are barren of resources -- but last forever.

If each Campaign is like a soccer match, the Eternal Kingdoms encompass the entire season!  Unlike the Campaigns, these Worlds are permanent -- and they are completely managed and owned by the players.

Players act as rulers -- they can divide up their domains into provinces and grant those lands to other players.  Benevolent monarch or iron-fisted tyrant, what kind of kingdom will you rule?

The Eternal Kingdom can be massive -- with mountains and rivers, castles and villages, dungeons and ruins.  They are also devoid of resources: stone, iron and wood.  

To gain the resources necessary to build structures and craft items, players will have to participate in Campaigns... or treat with those who do.

Changing the rules

Since each Campaign World is unique (and time-limited) we can change the rules of the game from one to the next!

What rules?  Things like…
  • Which races can participate in this Campaign? 
  • What is this Campaign’s duration or end-condition? 
  • How are the teams broken up? Is this a War of the Gods? Guild-versus-Guild? Free-for-All?
  • What resources can be scavenged? How abundant are they? How harsh is the game of survival?
  • What are the rules for death and respawning? Do items decay on death?  Can I loot the corpses of other players? 

Play your way

The Worlds of Crowfall are divided up into discrete zones, and each one circles around the Hunger.  The closer a World is to the center, the greater the risk  -- and the higher the reward!

Each Campaign will be different. You (and your guild) can decide which style is right for you.  If you change your mind, you can always try a different Campaign... with a fresh start, every time.

Eternal kingdoms

These player-owned and player-managed kingdoms are the only permanent (non-time limited) Worlds. They are complete, functional Worlds - but lack resource factories (such as quarries, mines and mills) and produce only common reagents. Players rule these Home Worlds as Monarchs and can grant land and titles to other players in exchange for oaths of fealty. Levy taxes, enforce trade restrictions, and set the PvP rules within your domain.

God's Reach

The proving grounds for Order, Balance, and Chaos. Players join one of three divine Factions and battle for control of the World. The goal for Order and Chaos is to capture as much territory as possible before the World is destroyed. The goal for Balance is to ensure there in no clear victor between Order and Chaos.

The Infected

These Worlds are more deadly and the stakes are higher. The alliances of the Gods hold no sway here. The followers of the twelve Gods vie individually for the Throne.

The Shadow

The Shadow Worlds lie closer to the Hunger, where even the Gods dare not tread. On these Worlds it's Guild vs Guild competition for the abundance of resources and rich cache of souls.

The Dregs

On the razor-thin edge of the Hunger lies the Dregs... Worlds utterly drained of warmth, about to shatter into dust. Alliances between Guilds are weak and brittle. These every-man-for-himself Worlds are deadly and unforgiving - yet they yield the greatest reward for those who can survive.


You are an immortal Champion of the Gods. Campaigns come and go, but your heroes will live on -- and continue to advance, from one Campaign to the next.

Heroes are created using a deep character customization system, with user-selected Advantages and Disadvantages. 

Start with a base archetype (such as a Knight) and add advantages (such as "eagle eye", which increases archery skill) and disadvantages (such as "weak heart", which decreases endurance -- but frees up points to spend elsewhere).

You can create and manage multiple characters and participate in multiple Campaigns at once -- each with unique powers, skills and resources! 


Each class represents a core role and play-style. There will be 11 base classes.

Though each role is initially balanced for distinct specializations, players will have MANY ways to customize their hero's stats, appearance, abilities and gear!

Classes can choose one of around three promotion sub classes choices for that archetype.

As characters grow they can collect up to three Disciplines, which are sub-classes such as archery, blacksmithing, or bounty hunting. Disciplines can dramatically alter and enhance a character's skills and capabilities. 

Game features

Our goal for this Kickstarter is to fund the core module of Crowfall.  

How many games can you play with a standard deck of cards?  Poker, Blackjack, Bridge – the variety is endless. Think of the core module like our baseline deck of cards. This is the foundation of the game, on which all the variant rules sets can be built.

Crowfall Wikia summary

(Copied Nov 2016)



The Worlds of Crowfall feature unique maps, rules, and victory conditions. Every World is different, and players join teams (Factions, Guilds or Noble Houses) to vie for control of each World. 

Eternal Heroes, Dying Worlds. Characters are persistent, but the Campaign Worlds are not. Players are Crows – Champions who travel from one world to the next, fighting an endless War of the Gods.

Each campaign world exists for a set duration – typically 1 to 3 months -- or until some "win condition" is met. During that time, the World will cycle through a single in-game year: Spring, Summer, Fall and Winter. Through the course of the Campaign, the Worlds grow more sinister and deadly as the land is consumed by the Hunger – an unstoppable legion of the undead.

There are two types of Worlds in the Crowfall Universe: the Campaign Worlds, which produce materials (stone, iron and wood) and the Eternal Kingdoms, which are barren of resources -- but last forever.


The beginning of each Campaign is like the first round of "Civilization": players are dropped blind and naked into a harsh environment filled with deadly monsters, haunted ruins, abandoned quarries... and the most dangerous predator of all, other players. Craft weapons, scavenge armor, secure a stronghold, forge alliances and conquer the World.

Campaign Worlds are procedurally generated -- meaning that a technology library is used to automate the process of creating each World’s map. Mountains, forests, rivers, castle ruins, abandoned villages – each World is different, which means the game of territorial conquest will be different in every Campaign. Campaign's will have different rulesets. 

Each campaign world exists for a set duration – typically 1 to 3 months -- or until some "win condition" is met. During that time, the World will cycle through a single in-game year: Spring, Summer, Fall, and Winter. Through the course of the Campaign, the Worlds grow more sinister and deadly as the land is consumed by the Hunger – an unstoppable legion of the undead.

At the end of Winter, the Campaign ends. A victor is declared, the map is wiped and the World goes offline forever. The players – the Crows – then fly back to their Home Worlds, to either count their spoils or lick their wounds before they choose a new Campaign and fight again.


Phase 1 is Spring. The Campaign map is hidden by fog of war. Players are dropped (typically naked) into an unknown, deadly environment. This world is filled with the ruins of ancient castles, abandoned mines and haunted villages – which players have to explore to scavenge for weapons, tools and the resources to start building fortifications.

Phase 2 is Summer. The Hunger starts to infect the creatures. Resources become scarce. The player's team claims an abandoned quarry and must fight to keep it. They use the stone to build an ancient keep, to use it as a staging area to attack your neighbors.

Phase 3 is Fall. The creatures become more deadly as the Hunger takes hold. Resources are heavily contested and transporting them is fraught with peril. The player's guild frantically builds a wall around their city, as the nature of conflict shifts from smaller skirmishes to siege warfare.

Phase 4 is Winter. The environment is brutal. Warmth is hard to come by. Kingdoms grows in strength; player neighbors falter and the player demands that they swear fealty or face complete loss of the Campaign. Instead, a handful of smaller kingdoms choose to band together against the player.

Phase 5 is Victory and Defeat. The World is destroyed in a cataclysmic event as the Campaign comes to an end. The player's Kingdom emerges victorious, and they return to the Eternal Kingdoms to enjoy the spoils of war. Their adversaries head home, too -- to lick their wounds.


Players can place items, resources, and materials into Embargo – basically, this is a way of “uploading” items to their Account Bank inside a Campaign. This can only be done at certain specific locations inside a Campaign, and items placed there are basically “in quarantine” until the Campaign is over.

When the world is destroyed at the end of a Campaign, some portion of the player’s winnings (i.e. the contents they have placed inside their Embargo vault) will be transferred into that player’s Account Bank. The number of items transferred depends on how well that player fared within the Campaign.

The primary factor that determines the size (and loss factor) of the Embargo is how well a player's team (faction or guild) finished in the Campaign, as well as their individual contribution to the Campaign.

The length of time spent in a Campaign will be used to scale the final results. This is done to prevent players from waiting until the last moment and then jumping on the winning team of a Campaign just to get the reward. (In fact, Players who join at the very end may get no reward -- even if their team is victorious.)

The more difficult the ruleset of a Campaign – and the longer of a commitment the player is required to make -- the larger the potential payout from the Embargo.

To place item(s) into the Embargo Vault, players must physically transfer those items to a particular type of Point of Interest known as a Summoning Circle. The Summoning Circle acts like a giant bank, and can be found in only the most hostile areas.

If players can make it safely inside the Summoning Circle, then any items they place inside their Embargo Vault will be locked there until the conclusion of the Campaign. It is just like a bank in many respects. (But no "global banks" - all storage is local)


Unlike campaign worlds, Eternal Kingdoms are permanent -- and they are completely managed and owned by the players. Players monarchs can divide up their domains into provinces, and grant those lands to other players as they see fit.

Kingdoms are the seat of a player's power and base of operations. Kingdoms can be massive -- with mountains and rivers, monster camps and ancient ruins. But they are also devoid of resources: Stone, Metal and Wood. For these, players have to go off-world and brace the Campaigns of the Dying Worlds.

Each player account is automatically granted an Eternal Kingdom, the first time they log into the game. This Kingdom will be shared by all characters on that account. As the owners, players are the Monarch of that World. That means they get to set many of the rules that govern that World and control the land and the structures within it.

Kingdoms are unique -- players can build structures here, just like Campaign Worlds.

They are persistent -- meaning they never go away.

They are big – much more expansive than a housing instance, with monsters to conquer and lands to explore: mountains, caverns, rivers, valleys! These are fully featured Worlds (they just don’t produce materials!)

They are multiplayer – if players want them to be. Owners get to decide how much they want to allow other player(s) to access to their Kingdom.


Crafting is a central part of the player-driven Economy in Crowfall. The most obvious goal of crafting in Crowfall is to enable players to create amazing items that tie directly into the different systems, like equipment, city building and sieging. The less obvious but equally important goal is to create interlocking behaviors that drive players to engage with other players.

Every character has the ability craft some items from a variety of resources, from the beginning of the game. Further crafting requires the accumulation of recipes via Discipline Runestones and other gameplay mechanics.

Most crafting systems recipes are very specific. 3 iron ingots and 2 wool cloth will craft an Iron Plate Helm. This recipe is repeated up the chain, mapping each tier of metal to a unique recipe. At the end of the day, the crafter has 500 recipes, most of them unused.

Crowfall’s recipes are fluid; because the ingredients are not as strict, which leads to a higher degree of system exploration.


There are two primary types of resources in Crowfall: those used for personal crafting and those used in conquest. Internally they are called resources and materials.

The base unit is actually the same (stone, iron, wood) but there is a conversion process where players can “stack” resources to turn them into materials. This is because it is more efficient (in terms of inventory space) to transport materials en masse – and players might want to carry more.

There are a number of different types of stone, just as there are many types of metal and many types of wood. Most recipes call for a general category/type of component rather than a specific type (i.e. crafting a bow requires the use of “wood”, not “yew” in particular. The type of wood that is used has an effect on the attributes on the resulting “bow” item.)

Resources are the base ingredients for crafting items. Materials are the base ingredients for building and repairing structures. If players stack enough resources to turn them into materials, they can use them for them structures. If they need to break the stack, however, some resources will be lost in the conversion.

Resources/materials from all tiers are used throughout the entire crafting tree to ensure that no type becomes obsolete. The amount of combinations gives the player a gigantic palette of options to use when crafting.


Resources can be harvested from the environment, and sometimes found on certain monsters. Materials come from particular types of POIs (Points of Interest) called resource factories: Quarries, Lumber Mills, and Mines.

Worlds contain many structures that have strategic and/or economic value. These structures are called “Points of Interest.” There are other types of POIs, as well: Strongholds, Temples, Graveyards – these serve different purposes, but all of them fall under the “POI” designation. Some of these POIs are for personal use; others are more strategic and really exist to facilitate (and, in some cases, fuel) the game of territorial conquest.

The proximity and location to other Points of Interest makes a huge difference. There are also balance knobs in place to increase (or decrease) the quality, quantity and type of material that each Factory produces. One mine could produce high quality iron, while another produces low quality copper -- but at a much higher rate.

Quarries located in a remote area will typically produce much more materials (and at a greater frequency.) This was designed so that, as the risk of transporting those materials goes up, so does the potential reward.


The Dying Worlds are filled with Thralls. They are basically the souls of fallen warriors and craftsmen, left behind and awaiting judgement before they can move on to the afterlife.

If players capture a Thrall, they can shortcut the crafting process and bind them into their items.

If players bind a Thrall into their item, the properties of the item change in certain ways. Example: a Smith’s Hammer that has the trapped soul of a Dwarven Forgemaster bound within it, and that his skill and life experience is being used to make that hammer stronger and more precise with every swing.