Saltwarden Online

Night scene from Ambercombe, the starting village in Whitmere (map v3, rough draft): a market square with a bell tower and a well, houses with slate roofs and lit windows. A warrior and a priest cross the square, a mage sits by the well, a wolf trots closer, and the Hollowmaw lurks at the edge.

Pre-alpha · MVP in progress · nothing playable yet

Saltwarden Online

A 2D online role-playing game built the way the classics were: slow, social, with dungeons, raids and a realm where death is final. In a world that did not exist before.

Join the waitlist Development status

Solo project. No pay-to-win. No AI images.

9classes with three talent trees each, levels 1 to 60
5 · 10 · 25five-player dungeons, raids for ten and 25
3realms: Haven (PvE), Warfront (PvP), One Life (hardcore)

New on the portal

Devlog

A new name: Saltwarden Online

Until now the game was called Rivenward. From today it is called Saltwarden Online. World, canon and accounts stay, only the title and the address change.

Vessar. A sea that is gone.

Thirty-one years ago a thirty-year war ended when both sides set off a forbidden weapon. The inland sea between the continents tore open and ran dry. Since then the Ebb has been rising from the dry seabed: the dead come back, magic turns unreliable.

The ceasefire, the Grey Water Accord, was signed on the wreck of the flagship. Both sides sealed their files and tell their children a different story. You are the first generation after, sent to the borderlands as a Warden.

Map detail of the capital Lanterhall by day at twice the game size: a paved square with a fountain, benches and lanterns, a bell tower, Concordat banners, a street and a canal with a covered bridge.
Lanterhall, fountain square by day, rough draft, October 2026

Corvane, the West

The Concordat

Law, registers, memory. A council of crowns under an elected High Chancellor; decisions are slow, written and binding. Slate, limestone, brass, lanterns, canals. The returned dead are citizens by law and unpaid labour in practice.

  • HumanHuman
  • Ithreni (court elf)Ithrenicourt elf
  • ReturnedReturned
  • DwarfDwarf
Only here: Paladin

Varrach, the East

The Free Banners

Clans, the Moot, banners, river boats, stone circles. Every banner rules itself; the Moot decides loudly, quickly and revocably. Wood, leather, copper, thorns. The banners fund themselves by border raids, and their Speakers know what they woke.

  • OrcOrc
  • Thorn ElfThorn Elf
  • Delta FolkDelta Folk
  • BeastfolkBeastfolk
Only here: Shaman

Race names other than Ithreni (approved in October 2026) are working names. Both sides are right and both are guilty; no NPC calls the other side "monsters".

Classic systems as the foundation, everything else our own.

Saltwarden takes the rules of classic MMORPGs as far as that is allowed and builds its own world on top, with its own content, its own numbers and its own names. What the "plus" means is below.

Tab-target, three roles
Tank, healer, damage. Threat is real, interrupts are real, the server decides every hit.
A world that costs something
Travel on foot, flight points you have to reach first, mounts at 40 and 60. No instant travel, no dungeon finder.
Dungeons and raids
Five-player groups, raids for ten and 25. Boss loot tables, need or greed, attunement chains.
Talents
Three trees per class, 51 points at 60, a capstone at 31 points. Specialising is a decision.
PvP with honor
Battlegrounds, honor ranks, world combat in the Riven. By Banner Mode on Haven, always on Warfront.
One Life
A hardcore realm with its own characters. One life. The Ebb takes what falls.
Professions and economy
Gathering, crafting, auction house, player trade. Saltglass as a trade good from the Riven.
The plus
Sigils unlock new class roles, a short comfort list, more endgame breadth. No comfort that devalues groups.
Controller from day one
Browser, PC, Linux, Android, handhelds. The controls are built for pad and keyboard, not retrofitted.

Nine classes. Three of them first.

The MVP starts with Warrior, Priest and Mage, levels 1 to 15, on the Concordat side. The figures below are rig v3 from the workshop in armour tier 3 (levels 10 to 15); hover or tap to play an attack or a spell.

  • Warrior

    Tank, melee

    Rage

    in the MVP
  • Priest

    Healing, ranged

    Mana

    in the MVP
  • Mage

    Ranged, control

    Mana

    in the MVP
  • Paladin

    Healing, tank, melee

    Mana · Concordat only

    after the MVP
  • Hunter

    Ranged, pet

    Mana

    after the MVP
  • Rogue

    Melee

    Energy, combo points

    after the MVP
  • Shaman

    Healing, caster, melee

    Mana · Free Banners only

    after the MVP
  • Warlock

    Ranged, pet

    Mana

    after the MVP
  • Druid

    Tank, healing, melee, caster

    Shapeshifting, the Hedge

    after the MVP

Pixel art, 48 pixels, by code.

No AI images. Every figure comes from a rig with joints, masks and palettes that lives as code in the repository and can be rebuilt at any time. Armour, weapons, hairstyles and palettes are layers on top (paperdoll). Eight directions, eleven animations, three armour tiers per class.

Maps are built from autotiles with seamless transitions, cliffs, shores and props, generated as Tiled maps by script. What you see here is the workshop state of October 2026: rough drafts; the final zones are built by hand.

  • Rig v3 contact sheet: Warrior, Priest and Mage as human and Ithreni in armour tiers 1 to 3, each from the front, side and back.Figures, rig v3, three armour tiers
  • Contact sheet of the quadrupeds after the rework: boar, rat, wolf, salt wolf, stag and badger in five directions, with attack pose and silhouette.Enemies, quadrupeds after the rework
  • Environment contact sheet: side-view houses with slate roofs from the east and west, trees and bushes.Environment, side houses and nature
  • UI kit contact sheet: windows, buttons and tooltips for both factions, bars for health, mana and casting, slots and talent nodes.Interface, UI kit with its own pixel font

From the workshop

Everything built by code: Python scripts, rigs, masks, palettes. No AI images, no third-party assets. Click for the large view.

Workshop
  • Village square with a bell tower, banners and houses with blue slate roofs, paving in front, meadow and fields behind.Ambercombe by day, the starting village in Whitmere: bell tower, market square, slate roofs. Map v3, rough draft.
  • Canal with a covered stone bridge, a meadow with a washing line and woodpiles, a row of houses in the rain.Lanterhall in the rain: canal, covered bridge, weather as its own layer over the same map.
  • Night-time lanes with lit windows, a row of lanterns and a diagonal paved path.Lanterhall at night: light as its own layer, windows and lanterns glow, everything else cools down.
  • Stone quay by the canal with a wooden crane, a tower, a market stall and small houses on the meadow.Reedhouse in Whitmere: quay, sluice crane, tower and a market stall by the canal.
  • Guard post with a stone tower, a banner and a yard of packed earth in the evening light, torches burning.Tidemark Post at dusk: watchtower, yard and rocks, torches instead of lanterns.
  • Dark cave with turquoise glowing crystals, support beams and a flooded pit.Slackwater Mine, the Ebb vein: a dungeon room lit by the Ebb itself.
  • Several animal and monster figures on a grassy meadow.Enemies in the grass: a scene test of whether the reworked enemies stay readable against the ground.
  • Game screen draft: a party fighting on stone floor, health bars, boss bar, action bar and minimap.Desktop HUD draft: a boss fight in the mine with the UI kit and its own pixel font, bars, action bar, target and party frames.

Where the project stands.

Saltwarden is a solo project with about three build days a week. So it did not start with "build everything" but with a four-week spike that tests the three biggest risks before a single quest gets written. Status: October 2026.

  • 4devlog posts
  • 27wiki pages
  • 6forum posts
  • 2accounts

Live from the portal database.

From the devlog

  1. A new name: Saltwarden Online

    Until now the game was called Rivenward. From today it is called Saltwarden Online. World, canon and accounts stay, only the title and the address change.

    #name#recht
  2. The art workshop: pixels by code

    A style guide, a new environment, a new character rig and twenty effects, all built by code and reproducible at any time. No AI images.

    #kunst#pixelart#werkstatt
  3. Spike result: the netcode holds

    Twelve hard metrics, all green, even with 200 bots at 150 ms latency. What the spike built, what it measured and what is still open.

    #spike#netcode#technik
  4. A new direction: a classic-style MMORPG in 2D

    On 7 October 2026 Rivenward found its line: the rules of the classic MMORPGs, a world of its own, and an honest test with kill criteria before a single line of game code.

    #konzept#recht#scope

All devlog posts →

Next

  1. now

    MVP plan 1: account and foundation

    One account for website and game, login, persistence, zone servers, character creation. This portal with forum, wiki and devlog is the first visible part.

    open
  2. next

    MVP

    Levels 1 to 15, The Concordat, human and Ithreni (court elf), Warrior, Priest, Mage, one starting zone, one capital, one dungeon, realms Haven and One Life. Estimate: about 4.5 months, 8 pessimistic.

    planned
  3. later

    Full game

    Two continents, the Riven, nine classes, raids for ten and 25, battlegrounds, professions, Warfront.

    planned

None of this is a promise. If the spike fails a kill criterion, it will say so here instead of the page disappearing.

One e-mail when there is something to test.

No newsletter, no sharing. You get a confirmation e-mail (double opt-in) and after that only mail when a test is coming up or the project ends. The address is stored in our own database.

By signing up you agree that your address is stored for this waitlist. Every mail has an unsubscribe link. Questions about the waitlist: kontakt@saltwarden.com

Questions that already come up.

When can I play?

Not yet. There is a spike with one room, three roles and one boss that tests the technology. A first test with players comes with the MVP at the earliest. Join the waitlist and you will hear about it.

Does it cost anything?

The plan is a one-time purchase, no mandatory subscription, optional cosmetics. No pay-to-win: nothing you can buy makes a character stronger. Prices are not set.

Is this a clone?

No. Saltwarden is inspired by classic MMORPGs and adopts their rules as far as that is allowed. World, story, names, numbers, texts and graphics are our own. There is no connection to other games or their publishers.

Is there AI in it?

Not in the images: all pixel art is made by code and by hand from our own rigs, no image models. AI tools help with programming; a human makes the decisions and every line goes through tests.

What does it run on?

In the browser, as a PC and Linux application, on Android and on handhelds. Controller support is part of the design from the start.

What does One Life mean?

A separate realm with its own characters. If a character dies, it is gone. The exact rules for groups, duels and transfers are in the specification and will be fixed before the MVP.

German or English?

Proper names and the game interface are English. German as a second game language is planned but not decided. This site exists in both languages.