Game Overview

How Dragonheim Online plays.

A medieval sandbox MMORPG on a continent you cross on foot: gather, craft, trade, fight, hold land and rule. Here is what is in the alpha, what is in development, and what is planned.

Dragonheim Online gameplay overview showing sandbox MMO systems and territorial conflict themes.

In the alpha

6Playable in the Heartlands

In development

6In the game, not yet playable

Planned

1Still to be built

What is Dragonheim Online sandbox gameplay?

Dragonheim Online is a medieval sandbox MMORPG where players shape a persistent world through territorial wars, logistics, guild coordination, crafting chains, and regional market control.

Distance, roads, rivers and passes

A world on foot

In the alpha

Travel is the game: a 72 × 54 km continent with no fast travel.

  • No fast travel: foot, mount, wagon or boat
  • Trunk roads built for wagons, with bridges and fords
  • 22 rivers, five lakes and nine waterfalls

Mining, woodcutting, herbalism, fishing, farming, skinning

Gathering

In the alpha

Six gathering professions, and what grows depends on where you are.

  • Herbs by biome and realm, each with a skill ladder
  • Every body of water is fishable; the biome sets the catch
  • Each realm's soil grows crops found nowhere else

Production, mastery and reputation

Crafting and professions

In the alpha

Fourteen production professions, six quality tiers, and four trade-skill slots.

  • Alchemy, Armorsmithing, Blacksmithing, Brewing, Carpentry, Cooking, Enchanting, Engineering, Inscription, Jewelcrafting, Leatherworking, Masonry, Runecrafting, Tailoring
  • Four trade-skill slots: two gathering, two crafting; two can reach Master
  • Basic benches at home, the best stations in town

Combat, classes and the danger of the wild

Combat and creatures

In the alpha

Real-time combat against creatures zoned by level, levels 1 to 50.

  • Eleven classes, seven races and sixteen subraces
  • Creatures zoned in five-level bands; camps mix levels so you can start on the weakest
  • Packs with leaders, herds with stags and royal boars, named creatures

Gear, repair and the crafting economy

Equipment, durability and loot

In the alpha

Gear wears out, and the best of it is made by players.

  • Twenty-two equipment slots
  • Durability: repairs lower an item's maximum
  • Vendors sell materials and seeds, never finished gear

Belonging and property

Housing, plots and the Freeland

In the alpha

Land you can hold by deed, from a croft to a manor.

  • Rural plots, town lots and estates, each held by deed
  • The Freeland: live in the Heartlands without joining a kingdom
  • Each realm's soil decides what grows

Group adventure

Dungeons

In development

Instanced dungeons for parties.

  • Instanced and party-scoped
  • The Catacombs of the Fallen
  • Thornwarden's Lair

Animals as companions, stock and transport

Taming, husbandry and mounts

In development

Tame wild animals, keep livestock and ride.

  • Taming wild animals through feeding and handling
  • Livestock that gives milk, eggs, wool and hides
  • Breeding and husbandry

Markets and money

Trade, vendors and taxes

In development

Player vendors, markets and the taxes that pay for realms.

  • Anyone may buy from any vendor
  • Only a realm's citizens place vendors there; Heartlands residents in the Heartlands
  • Kingdoms and the Heartlands collect taxes

Order, enforcement and justice

Law, crime and courts

In development

Crimes have consequences that follow you.

  • Laws set by each realm and county
  • Warrants, fines, custody and bounties
  • County courts and magistrates

Political power

Kingdoms, titles and offices

In development

Players rule: from King or Queen down to Mayor.

  • Kingdom, Duchy, County, Barony, then towns and estates
  • Offices anyone can hold: Mayor, Sheriff, Magistrate, Steward and more
  • Citizenship by invitation, not by choice

A living world

Seasons and weather

In development

One calendar, sixteen biomes, each with its own weather.

  • Spring, summer, autumn and winter for the whole world
  • Each biome's own weather through the year
  • A day and night last two hours

Territorial conflict

Territory and siege

Planned

Land is won: sieges from the barony up to the crown.

  • Small sieges for baronies, guild sieges for counties
  • Alliances for duchies, coalitions for a crown
  • Marches and borderlands are always contested