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.

Get invited to the first test Watch the game ↓

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

What it looks like today

The running client against real servers; the three companions are bots. An evening in Ambercombe, wolves on the Heath, and finally the Hollowmaw.

Still from the gameplay clip: four characters on the Heath, two Heath Wolves crossing the dry stream bed, health bar, target frame and minimap at the top.
Recorded in the MVP client, pre-alpha, October 2026
9classes with three talent trees each, levels 1 to 60
5 · 10 · 25five-player dungeons, raids for ten and 25
3realms: Haven, Warfront with player combat, One Life with a single life
MVPlevels 1 to 15, three classes: the first playable version

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.

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.

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". See all races → World, map and listening →

Nine classes. Three of them first.

Three to start with: the Warrior holds the enemies, the Priest heals, the Mage fights from range. The other six come later.

coming after the MVP. See all classes →

What makes the game.

The rules of classic online role-playing games as the foundation. World, story and numbers are our own.

  • Fights you can read

    You pick a target and use abilities with intent. Big attacks show on the ground before they land. The server decides whether a hit lands.

  • Stronger together

    Dungeons for five, raids for ten and 25. One holds the enemies, one heals, the rest deal damage. Plus fights against the other side.

  • A world with roads

    You travel on foot; mounts come at level 40. No jumping across the map at the press of a button, no automatic group finder. You meet on the way.

  • One Life

    A separate realm where every character has one life. If it dies, it is gone.

  • Classic, with a plus of its own

    Three talent trees per class. Later, Sigils unlock new roles for a class. Nothing you can buy makes you stronger.

  • Pad or keyboard

    In the browser, on PC, Linux, Android and handhelds. The controls are built for controllers from day one.

Want in on the first test?

One e-mail when it is ready. Nothing else.

By signing up you agree that your address is stored for this waitlist. Every mail has an unsubscribe link.

From the workshop.

Every image is made by code: figures from joints and layers, maps from tiles. No AI images, no third-party assets. Click to see the whole sheet.

  • Night-time lanes with lit windows, a row of lanterns and a diagonal paved path.Lanterhall at night. The light is a layer of its own.
  • Detail of the figure sheet: Warrior, Priest and Mage in different armour. The large view shows every tier from the front, side and back.Figures: three classes, three armour tiers.
  • Dark cave with turquoise glowing crystals, support beams and a flooded pit.Slackwater Mine, the first dungeon. The light comes from the Ebb.
  • Detail of the enemy sheet with four-legged beasts. The large view shows boar, rat, wolf, salt wolf, stag and badger in five directions.Enemies: wolf, boar and other four-legged beasts.
  • Guard post with a stone tower, a banner and a yard of packed earth in the evening light, torches burning.Tidemark Post at dusk. Torches instead of lanterns.
  • Detail of the interface sheet. The large view shows windows, buttons and tooltips for both factions, bars for health, mana and casting, slots and talent nodes.Interface: windows, bars and a pixel font of its own.

Where the project stands.

A solo project with about three build days a week. Status: October 2026.

  1. Done

    • 7 October Concept: world, classes, rules, legal framework
    • October Tech trial: network, combat, one boss, 200 bots
    • October Account, login and character creation
    • October Maps, zones, enemies and the first dungeon
  2. Now

    • in progress Combat and classes: abilities and talents for Warrior, Priest and Mage
  3. Next

    • then Items and loot
    • MVP The first playable version: levels 1 to 15, one starting zone, one capital, one dungeon
    • later The full game: two continents, nine classes, raids

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

Get invited to the first test.

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, together with the place on the page where you signed up.

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. The client runs internally, as in the clip above. A first test with players comes with the first playable version (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.