Dusk Lord Online
Gather · Trade · Delve · Hold
A 3D MMORPG where guilds hold stone halls, prices follow the real calendar, and the dungeons go deeper than you planned.
Windows 10/11 · 64-bit
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What it looks like
What you do out here
A guild hall of your own
Found a guild and raise a stone hall. One metal gate that only members can swing, a shared chest for everyone inside, wages for your members and a tithe on what they earn.
Prices run on the real clock
The economy is a function of the time of day and the season, not of who logged in. Post lots at the auction house, buy from other players, and let the real calendar move the market.
Contracts, and the road between them
Take contracts from quest givers — thin a wolf pack, deliver iron ore, ride with the road wardens — and follow the tracker across the wilds and from kingdom to kingdom.
Dungeons, spells and quieter days
Generated dungeons under the map, a book of spells, a bestiary that fights back — and, when you have had enough of all that, a riverbank and a fishing rod. Teleport spires carry you between the kingdoms and out into the wilds.
Nothing is loaded from disk
Every mesh and every texture is generated at runtime, in Rust on Vulkan. There is no asset pipeline and no model files, which is why the whole game is measured in megabytes.
The server is the authority
Movement, collision, prices and combat are all resolved on the server. The client is a window onto the world, not a second opinion about what happened in it.
System requirements
| Operating system | Windows 10 or 11, 64-bit |
|---|---|
| Graphics | A GPU with Vulkan 1.3 drivers. Anything from roughly 2017 on qualifies; if the game will not start, update your graphics driver first. |
| Connection | Always online. The world is shared and the server holds the only copy of it. |
| Disk space | Under 1 GB. |
The world does not wait for you
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