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.

In development
Planned
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.
A world on foot
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
Open system record →
Gathering
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
Open system record →
Crafting and professions
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
Open system record →
Combat and creatures
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
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Equipment, durability and loot
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
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Housing, plots and the Freeland
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
Open system record →
Dungeons
Instanced dungeons for parties.
- Instanced and party-scoped
- The Catacombs of the Fallen
- Thornwarden's Lair
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Taming, husbandry and mounts
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
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Trade, vendors and taxes
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
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Law, crime and courts
Crimes have consequences that follow you.
- Laws set by each realm and county
- Warrants, fines, custody and bounties
- County courts and magistrates
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Kingdoms, titles and offices
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
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Seasons and weather
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
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Territory and siege
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
Open system record →
