There is a dragon in Game of Thrones that achieved what not even the main characters could do

Dragons are impressive creatures in the universe of Game of Thrones. They can destroy entire cities on their own. However, the most powerful dragon of the Targaryens has yet to be seen in a series. Together with him, Westeros was conquered.

Which dragon is it about? In the series Game of Thrones and House of the Dragon, one can see how powerful and impressive dragons can be in Westeros. They can defeat armies and conquer entire cities.

But even before the events of both series, there were dragons that fought alongside the Targaryens. The most powerful and dangerous was Balerion, the Black Dread. Together with Aegon Targaryen, he was the first to conquer the Iron Throne.

Start video
House of the Dragon Generates Anticipation for Dragon Battles in the Teaser for Season 3

The Biggest Dragon and a Remnant from Valyria

Where does Balerion come from? Balerion was a dragon with black scales and black fire. He is the largest and most renowned dragon in the history of Westeros and originally comes from Valyria. He was born about 114 years before Aegon’s Conquest (BC).

Valyria was a city on the continent of Essos that was quite advanced and prosperous. The Targaryens originally hail from this city. One day, however, a catastrophe occurred that destroyed the entire city and its surroundings. Before the catastrophe, Daenys Targaryen dreamed of the destruction, which is why her father Aenar fled with the family to Dragonstone in Westeros.

They brought along 5 dragons, but only Balerion survived. In the year 27 BC, Aegon was born as the son of Aerion Targaryen. Before marrying his two sisters Rhaenys and Visenya (typical for the Targaryen family), he became the rider of Balerion.

Even before his conquest, he fought alongside the dragon against Volantis, which threatened the Free Cities of Pentos and Tyrosh. Some time later, Aegon’s ambitions grew, and he wanted to rule all of Westeros.

Along with his two sisters and their dragons (Meraxes and Vhagar) and riding on the back of Balerion, he began his conquest. Since it mainly concerns Balerion, we will spare you the details here, but Aegon was successful and became the first king of the Iron Throne, thus the king of the Seven Kingdoms. Hence, the dating system AC, or after Aegon’s Conquest, and BC, before Aegon’s Conquest, originates from this.

In this video, you can see how George R.R. Martin talks about Balerion:

Recommended editorial content

At this point you will find external content from YouTube that complements the article.

I consent to external content being displayed to me. Personal data can be transmitted to third party platforms. Read more about our privacy policy.
Link to the YouTube content

A Legendary Dragon of the Targaryens

What happened to Balerion after the conquest? Balerion survived the conquest and the accompanying battles and was symbolically a powerful weapon that cemented Aegon’s rule. After the death of Aegon I in 37 AC, his son Aenys I became king, but his younger brother Maegor became the rider of Balerion.

Maegor wanted a polygamous marriage (he had a total of 6 wives), but the High Septon, the head of the Faith of the Seven, did not approve of this, which is why he was banished by his brother, King Aenys I, to Pentos. After Aenys’ death, he returned and seized the throne violently, of course with the help of Balerion. The two killed his nephew Prince Aegon and his dragon Verrix. His actions earned him the nickname the Cruel.

In the year 54 AC, 6 years after the death of King Maegor I, Princess Aerea Targaryen rode off with Balerion. Both disappeared for a year and no one could find them. When they returned, Aerea was ill and Balerion was injured and had large scars that were still bleeding. It is unclear what happened to the two. According to A Wiki of Ice and Fire, Barth, a friend of the then King Jaehaerys I Targaryen, suspected that Balerion flew to Valyria with Aerea (who could not defend herself), where something must have happened to them.

After that, Balerion was brought to the Dragonpit in King’s Landing and was kept there so that no one could fly away with him again. One last time, Viserys I Targaryen tried in 93 AC. After flying with the retired dragon, he decided against him, as he was already struggling to fly.

In 94 AC, Balerion died of old age. A death that no known dragon and probably not even the main characters in Westeros can achieve. His skull was displayed alongside those of other dragons in the throne room in King’s Landing until Robert Baratheon removed them.

Balerion lived to be over 200 years old and was a last remnant from Valyria. Whether another dragon can contest this record will probably be seen only in the future. However, dragons were not only used by the Targaryens. Some specimens lived freely. One of them was quite dangerous: One of the most dangerous dragons of Westeros did not heed any Targaryen and was a great threat to others of its kind.

This is an AI-powered translation. Some inaccuracies might exist.

6 Reasons Why You Should Be Excited for Crimson Desert

With Crimson Desert launching on March 19, 2026, a potential highlight of role-playing games for PC, PS5, and Xbox is on the horizon. MeinMMO summarizes for you before the release why purchasing could be worth it.

When an Asian studio with an MMO background releases a new role-playing game, skepticism is often warranted. This is especially true when the development process has been as turbulent and lengthy as it has, with the genre even changing mid-course and with aggressive monetization being a core issue in the predecessor’s game.

All of this applies to Crimson Desert, which will be released on March 19, 2026, for PlayStation 5, Xbox Series X|S, MacOS, GeForce Now, the Epic Games Store, and Steam.

The new open-world adventure from Pearl Abyss is currently generating much anticipation, even among us at the MeinMMO editorial team. In the following pages, we will discuss what the reasons are and why you can be excited about Crimson Desert despite some warning signs. We will address the biggest warning signs in a subsequent article.

[toc]

Start video
Crimson Desert shows more of the fights and progression in the action RPG in the new gameplay video

Reason 1: The Battles

Crimson Desert places a strong emphasis on combat conflict. Most quests revolve around taking down others. Trying to talk your way out of a fight? You’re in the wrong place! Everywhere in the world, hostile troops and tough bosses await you, who will strike first and ask questions later.

The good news is that the responsible studio Pearl Abyss has created Black Desert, the MMORPG with the currently best action combat system. The developers know exactly what they are doing. We noticed this already during our first play opportunities.

Yes, the large number of options in combat was overwhelming – but we were also controlling a veteran with countless skills and maneuvers, not a freshly created hero. Nevertheless, the battles felt really good and were fun. The hit feedback was wonderfully powerful. Each blow carried considerable force.

It’s great that in Crimson Desert you don’t just grab a weapon and chase enemies. You combine various melee and ranged weapons, cast spells or wrestling moves, and activate special powers – with each of the 3 playable characters bringing their own fighting style.

Or you fight from your mount and let your bear dish out slaps, your dragon breathe fire, or a mech fire rockets.

In Crimson Desert, you can expect a variety of challenges – from chaotic large-scale battles and sieges to the aforementioned boss battles with multiple phases and special mechanics.

If this aspect of Crimson Desert is as enjoyable as hoped, we are looking forward to a genuine highlight for the gaming year 2026. But there are more reasons to be excited about Crimson Desert – and they will be discussed in the upcoming pages.

This is an AI-powered translation. Some inaccuracies might exist.

RAM is in such high demand that bots send shops up to 50,000 requests per hour

Those looking to buy DDR5 RAM currently need not only a well-filled wallet but also luck. While many are still comparing prices, bots are firing off millions of queries in the background and securing the goods in seconds – this is shown by an analysis from a security company.

What is behind the many bots? In the ongoing RAM crisis, where memory chips and modules have become scarce and expensive due to strong demand, especially from AI infrastructures, scalpers are exploiting this situation to quickly make a profit with automated tools (Source: netzpiloten).

According to the security service provider Data Dome, which protects websites from bot and AI attacks, a bot network specifically sought current price data for memory modules and related components, querying DDR5 product pages every 6.5 seconds.

Bots made 50,000 queries per hour and conducted an average of 550 query attempts per RAM offer (Source: Data Dome). This data comes from a single sample. This means: As soon as new goods go online, the bots strike. For ordinary buyers, there is often only disappointment.

Start video
Why is RAM so expensive? The current situation explained in 2 minutes

According to the security report, over ten million of such scraping requests were blocked in recent weeks, while buyers and retailers were simultaneously confronted with sharply rising prices and supply shortages in DRAM memory.

Automated Web Scraping

Why is it affecting DDR5? DDR5 is the current standard for modern hardware. Anyone investing in new CPUs needs fast RAM. At the same time, the AI market is booming: data centers are massively investing in memory to run large models.

As the industry magazine Netzpiloten states, the new DDR5 standard is significantly superior to its predecessor, but is currently also more expensive. Since the production of DDR4 memory is also slowly being scaled down, this further exacerbates the current bottleneck and drives its price up.

Just this mix is enough to drive prices up. When automated purchases are added, the situation becomes even more severe.

How do scalpers operate in the background? Web scraping refers to the automated extraction of data from websites using bots. Those who colloquially send out such bots are called scalpers. Scalpers buy hardware as quickly as possible to then sell it at a higher price.

The bots identified by Data Dome monitored stock levels automatically through web scraping. They analyzed product pages and detected stock changes. According to Data Dome, the bots attempted to imitate human behavior: they operated in a day-night rhythm and appended individual parameters to each query to always retrieve the latest price data instead of cached content (Source: Toms Hardware).

Despite various disguises, they were reportedly clearly recognizable as automated programs. The bots specifically accessed only RAM product pages and did not utilize any other functions of the various websites (via Data Dome & The Register).

This case once again shows how fragile and vulnerable the hardware market still is. The developments and shortages around RAM are not the first hardware area affected. With the launch of the new RTX-50 series, an old problem has resurfaced. The graphics cards are hardly available and are being bought up in large quantities by scalpers and bots

This is an AI-powered translation. Some inaccuracies might exist.

WoW deletes items from 15 years of a player, then the support gives a cheeky response

The bitterest experience for any fan of World of Warcraft. The entire inventory is gone. Support mocks it with their statement.

With over 20 years, many players have a lot of memories connected to World of Warcraft. Especially some items that you carry in your inventory are indeed more than just pixels and data – they are tied to beautiful memories. It is all the worse when something happens to these memories and even the WoW support cannot help.

Start video
WoW Midnight: Arator’s Light and the Firebrand

What happened to the player? The player Ayresii_ explained in the WoW subreddit that he was dealing with a bizarre bug. He wanted to use the “Catch-Up” mechanic of World of Warcraft to get back into the game. But there was a consequential error. Instead of safely storing the items from the inventory in the mailbox, they were all deleted. A history of 15 years of items was erased.

What is the Catch-Up mechanic? When a character has not logged in for a long time, it is marked, and upon logging in, you can activate the “Catch-Up” experience. There, Blizzard clears your inventory, sends it to you by mail, deletes your quest log, and gives you solid gear for your level to lead you into the new areas. This is actually a good thing to have a “clean” character afterwards and to find a good entry point again.

After all: All the possessions are sent by mail and remain there for a whole year if you want to collect them again.

Actually.

Recommended editorial content

At this point you will find external content from Reddit that complements the article.

I consent to external content being displayed to me. Personal data can be transmitted to third party platforms. Read more about our privacy policy.
Link to the Reddit content

Cheeky message from WoW support causes a lot of frustration

This is how support reacted: After Ayresii_ contacted support, there was a quick response, but it was likely not positive, as the items could not be restored. Particularly bitter is the end of this support message, as it says:

(…) that is not the result you expected, and I wish I could have offered you another solution. That said, I have no doubt that with your dedication, you will overcome this challenge in no time!

Accordingly, the player reacted cynically:

Due to a bug in the Catch-Up experience, my bags were emptied, but not sent to me. My main characters, which I have been playing for almost 15 years, had their entire inventory deleted. But don’t worry! With enough insurmountable human will, I can surely gather the 10+ years of inventory items back just like that! This is just a challenge I need to overcome!

This is what the community suspects: The vast majority have a clear answer to the incident, namely that it is an AI response. The support of World of Warcraft has been criticized for years, and there are repeatedly cases where seemingly tactless or ignorant responses from support come, which in many cases even link to community sites as a solution to a problem.

The player base has long suspected that support consists mostly of bots and AI or is taken over by low-cost employees who are, however, completely unfamiliar with World of Warcraft.

  • “Blizzard employees and their MVPs in the forum: ‘We do NOT use AI. All responses are written by real people.’
    Don’t they realize that if this is true, they have the most incompetent people in the history of mankind? That is much more embarrassing than admitting it is AI.”
    – Mattelot
  • “I miss the days when you could chat with a real person in-game and often got a little joke at the end. We were so spoiled.” – java_betch
  • “I don’t want to lie, if my entire inventory was deleted and I got this response, I would just quit the game.” – Pale_Fire21

The community also has the tip to simply open a ticket next time and state “payment issues” – then you would probably be more reliably contacting a real person who would actually deal with the problem.

That the support of World of Warcraft has become so notorious in recent years is quite a sad thing. Especially when you consider, that WoW is actually doing very well with the current expansion Midnight and offers a high level of quality – which unfortunately is not reflected in customer service.

This is an AI-powered translation. Some inaccuracies might exist.

WoW Midnight: Legendary Prosperity – How to find the legend of the Haranir and complete the quest

The quest “Legendary Wealth” in WoW Midnight takes you to Harandar, where you are to track down the legend of the Haranir. It is part of the quest line Glory for Midnight” and causes issues for some players. We will show you what you need for it and how you can complete the task.

Update from March 13, 2026: The quest should now be working for all players. We have reviewed the post and the quest line again and have made some structural adjustments to the post.

How do you get the quest? You receive the quest from Naynar at the cave in the center of Harandar. To accept it, you must have reached level 90 and glory level 8 with the Haranir. However, some players report problems.

Why couldn’t the quest be completed? In order for you to find the legends, you must complete two other quests. And this is where the problem began for many players: The required tasks are weekly quests that did not appear in the game at that time.

These became available only at the weekly reset, so you could complete the quest in Europe only since March 4 at 5:00 AM CET. Some players still report problems with the quest line.

If the quests still do not appear for you, you probably have not met the requirements or encountered a bug. In the latter case, it is best to contact support.

You can find out exactly how to complete the quests here.

Start video
WoW: What the Trading Post Offers in March

How to complete the quest “Legendary Wealth”

Follow these steps after you have reached level 90 and glory level 8 with the Haranir:

  • Accept the quest Legendary Wealth from Naynar
  • Then go to the NPC Zur’Ashar Kassameh
    • You can find him in a building to the east with various relics
  • Accept the weekly quest “Lost Legends” from him and select Wey’nan’s Spell Protection on the far left as your relic
  • Submit the quest
  • Then take the follow-up quest called “Wey’nan’s Spell Protection” and follow its instructions.
    • You must go through a total of 6 phases in order to turn in the quest again
  • Submit the quest to Zur’Ashar Kassameh
  • With this, you will have automatically completed the quest “Legendary Wealth” and can turn it in again to Naynar.

As a reward, you will receive an epic belt with item level 246 and champion level 1/6. So it is worth completing the quest as soon as possible.

Are you still waiting to complete the quest, or have you perhaps already done so? There are many other things you can hunt for – for example, these 5 mounts that you can get with virtually no effort: 5 mounts from WoW Midnight that are very easy to obtain – one is practically a gift

This is an AI-powered translation. Some inaccuracies might exist.

Evolving Eevee in Pokémon GO – All Names and Tricks for 2026

Developing Evoli in Pokémon GO can be influenced by tricks and names. We show you how to develop Evoli strategically in 2026. This will result in Glaceon, Espeon, Sylveon, and other cool evolutions.

Evoli is one of the Pokémon that has particularly diverse evolutions. You can evolve it in Pokémon GO into the following Pokémon:

  • Vaporeon
  • Jolteon
  • Flareon
  • Umbreon
  • Espeon
  • Glaceon
  • Leafeon
  • Sylveon

What are these tricks? At first glance, you have no influence on which of the mentioned monsters Evoli evolves into. But clever trainers discovered how you can determine the evolutions. With nicknames, proof of friendship, and special lure modules.

Start video
Pokémon GO Fest 2026 comes with Mewtwo and Zeraora

Evoli development – All naming tricks at a glance

Targeted development: You have the opportunity in Pokémon GO to evolve Vaporeon, Jolteon, Flareon, Umbreon, Espeon, Glaceon, Leafeon, and Sylveon strategically.

The names for the naming trick for Evoli: 

  1. Sparky for evolving Evoli into Jolteon
  2. Rainer for evolving Evoli into Vaporeon
  3. Pyro for evolving Evoli into Flareon
  4. Sakura for evolving Evoli into Espeon
  5. Tamao for evolving Evoli into Umbreon
  6. Rea for evolving Evoli into Glaceon
  7. Linnea for evolving Evoli into Leafeon
  8. Kira for evolving Evoli into Sylveon

This is how the evolution works:

  • Click on the Pokéball in Pokémon GO, then on Pokémon
  • Now select the Evoli you want to evolve
  • Click on the pencil icon next to Evoli’s name and choose one of the names from our list for the evolution

Tip: Once you have entered the desired name, a small picture of the desired Pokémon should appear next to the evolution button. This way, you can be sure that you are evolving Evoli into the correct Pokémon.

Now develop: If you now evolve the Evoli that has received a nickname, the desired evolution should appear.

Attention: This trick with nicknames only works once per evolution. So one time for Vaporeon, one time for Jolteon, and so on. With the buddy trick, you can still strategically evolve into Espeon or Umbreon afterwards. With special lure modules, you can obtain Leafeon and Glaceon.

Pokémon GO Evoli Family Overview Sylveon
New since May 2021: Sylveon

Evoli develop into Vaporeon, Flareon, or Jolteon – Without a naming trick?

How does that work? If you want to evolve Evoli into the Pokémon Vaporeon, Flareon, or Jolteon and want to forgo a naming trick, you have to hope for randomness. Without nicknames and other requirements, Evoli always randomly evolves into Vaporeon, Flareon, or Jolteon.

Which of the three Pokémon will be developed cannot be further influenced without a nickname.

Evoli develop into Sylveon

This is new: This works once through the nickname Kira. But if you don’t want to waste this option or want to carry out another evolution strategically, this can be done by earning hearts.

You need to earn 70 hearts with Evoli as your buddy to evolve it into Sylveon strategically. Here we show you more info on the Evoli evolution “Sylveon” in Pokémon GO.

Pokémon GO Evoli Develop Sylveon Title Willow

Evoli develop into Leafeon and Glaceon

If you have already used the nickname trick for Leafeon and Glaceon, there is another way to obtain the evolutions.

Evoli Evolutions

This is how it works: To carry out these evolutions, you need the Moss Module or the Glacier Module. You can purchase these lure modules in the in-game shop for 200 coins each.

  • Activate a Glacier Module at a PokéStop to evolve Evoli into Glaceon
  • Activate a Moss Module at a PokéStop to evolve Evoli into Leafeon

Alternatively, another player can activate the respective module. You just need to be within range of it at their stop.

Pokémon GO Glacier Module Moss Module Evoli Develop Gen 4
The Glacier Module and the Moss Module – This is what they look like in Pokémon GO

When you are in the vicinity of the respective module, you can simply evolve the desired Evoli. It will then definitely evolve into Glaceon or Leafeon, depending on which module you activated.

This is how you can be sure: Check again before evolving on the image next to the evolution button. There should be either Leafeon or Glaceon displayed. If that is the case, you can evolve it.

If the correct image is not there, you need to get closer to the appropriate lure module. Then check again whether the right image appears.

All lure modules in Pokémon GO explained – with evolutions and spawns

Evoli develop into Espeon and Umbreon

pokemon-psiana-nachtara

Targeted development without a nickname: If you have already developed with “Sakura” and “Tamao” once, you can still determine whether Evoli develops into Umbreon or Espeon.

This is how it works: The Evoli that you want to evolve must

  • Walk 10 kilometers with you as a buddy
  • and collect 2 candies during that time
  • be your buddy during the evolution
  • During the day, you will evolve the Evoli into Espeon
  • At night, Evoli will evolve into Umbreon

Tips: It’s best to walk 11 or 12 kilometers with the buddy Evoli to ensure that the evolution to Umbreon or Espeon works. This trick can be applied repeatedly.

It is important to wait for it to be day or night in the game. You can tell by whether the sky in the game is bright or dark. Whether you’ve done everything correctly is indicated by whether the shadow of Umbreon or Espeon appears next to the evolution of Evoli.

Here you can get shiny Evoli

You can catch shiny Evoli in the wild. The chance, like with other normal Pokémon in the wild, is about 1 in 450. If you evolve a shiny Evoli further (with a nickname, requirements, or even randomly), you will also receive the evolution in shiny form.

Pokémon GO Shiny Evoli Overview

This is how you can target the Evoli evolutions. Which is your favorite evolution?

We have looked closely and checked where the evolution is worth it. We considered PvP (Trainer versus Trainer) and PvE (Raids). It turned out that most Evoli evolutions play rather in the midfield. Glaceon and Umbreon play a special role. Find out here which Evoli evolution in Pokémon GO is the strongest.

This is an AI-powered translation. Some inaccuracies might exist.

The great rival of Homelander played a brutal hero before The Boys, would take on the role again after 14 years

In The Boys, actor Karl Urban appears as Billy Butcher, playing a tough and brutal guy. Another role in an action-movie could offer him something similar – returning to it would be his big wish.

Who is Karl Urban? On one hand, film fans know him from The Lord of the Rings, where he portrayed Éomer. On the other hand, series fans may have seen him in The Boys. There he plays Billy Butcher, the arch-enemy of Homelander and head of the titular “Boys”. Thus, he got to portray a character that acts violently and manipulatively.

Already 14 years ago, the actor stepped into a role that was similarly brutal and whose film received an age rating of 18 years. We are talking about Judge Dredd in the film Dredd.

As Karl Urban has now revealed, the role was close to his heart, and a return to it would be a no-brainer for him.

Start video
Trailer for the hard action movie “Dredd” with Karl Urban

“I would take on this role again immediately”

What kind of movie is Dredd? The film was released in 2012 and was already the second adaptation of the comic series Judge Dredd, which originally appeared in the British magazine 2000 AD. The first adaptation came to cinemas in 1995, featuring Sylvester Stallone in the lead role, who later regretted the film.

The version with Karl Urban once again tells of a dystopian future, set in the city Mega City One. There, people live in high-rise buildings, safe from the atomic radiation that has rendered the surrounding areas uninhabitable.

The so-called Judges combine several professions in one: They are both police officers and judges and, when in doubt, executioners. In the film, Dredd meets the still inexperienced recruit Cassandra Anderson. Together, they stand against the drug baroness Ma-Ma, played by Lena Headey, known as Cersei in Game of Thrones.

What does Karl Urban say today about the film? In an interview with The Playlist, the actor expressed his fondness for the role and the work on the film overall:

I would take on this role again immediately. I really would. I had so much fun filming this movie.

Karl Urban

Dredd received good reviews in 2012 and stands at Rotten Tomatoes with a rating of 80% (169 reviews). Over 100,000 users rated it slightly lower, giving it 72%.

Why hasn’t a sequel been made so far? This is mainly due to the poor box office performance. Box Office Mojo states that the film alone cost 50 million US dollars for production. Marketing costs have not yet been included.

In the end, Dredd only grossed 41 million US dollars worldwide. This is usually not enough in Hollywood to get the green light to immediately produce a sequel.

However, 14 years have passed, and they are trying again. According to Hollywood Reporter, director Taika Waititi will direct a forthcoming Judge Dredd film. This raises the question of whether Karl Urban will reprise the role.

At this time, it remains unclear. However, since the new film is intended to be a reboot for the series, it is doubted that they will return to the same actor. Karl Urban stated to The Playlist pragmatically:

If I’m not involved, that’s okay with me. I just want to see more Dredd stories.

Karl Urban

This is probably how the comic fans feel as well, who can look forward to a new interpretation by the director known for his quirky humor, Taika Waititi. What are your thoughts on this? Feel free to share them in the comments. If you’re more interested in nature documentaries rather than action, check this out: A Netflix series could be a hit for any fan of Jurassic Park – Even Spielberg is involved

This is an AI-powered translation. Some inaccuracies might exist.

The Division 2 drastically transforms the shooter with a new mode, announces new DLC for 2026

The Division 2 is almost 7 years old, but there is still new content. In an anniversary livestream, not only was a new DLC announced for the shooter, but a new mode was also introduced that completely changes your combat tactics and avoids annoying bullet sponges.

As part of the 10th anniversary of The Division, Ubisoft held a livestream (via YouTube) about the future of Part 2. In this context, they not only announced a new DLC for the shooter expected to be released in 2026, but also revealed more details about the Realism Mode.

As the name suggests, the mode is supposed to provide a much harsher experience that places even greater focus on risk and survival. This not only changes the damage of the weapons.

If you’ve missed out the shooter so far, you can currently grab The Division 2 on Steam at a bargain price.

Start video
Ubisoft shows the new DLC of The Division 2 in the trailer

The Realism Mode is supposed to be brutal

What does the Realism Mode do? The new mode is included in the expansion Warlords of New York and you play the campaign. To make it more immersive and realistic, enemies (and you) die much faster, with significantly fewer shots. There will be no bullet sponges, but you still need to be more cautious. Your weapon damage is based on your bullet caliber, and your equipment also reflects your mobility.

At the same time, you need to pick up ammunition from dead enemies, regeneration of health is absent, and your skills have increased cooldowns. The interface will be reduced so that you not only have an immersive experience but must also pay more attention to your surroundings to master the mode. But note that you will need to create a new character.

Gameplay of the Realism Mode and other announcements can be seen here:

Recommended editorial content

At this point you will find external content from YouTube that complements the article.

I consent to external content being displayed to me. Personal data can be transmitted to third party platforms. Read more about our privacy policy.
Link to the YouTube content

When will the Realism Mode be released in The Division 2? The mode is available for a limited time during the Anniversary Season, which is set to start in-game today. So you won’t have to wait any longer.

If you don’t own the DLC Warlords of New York, don’t worry; during the season, the expansion will be free for all players, so you can experience the mode without purchasing the DLC.

What else has been announced? Besides the Realism Mode, more content is coming to The Division 2:

  • Anniversary Event Pass with free and premium rewards based on other Tom Clancy franchises (Rainbow Six Siege, Splinter Cell, Ghost Recon)
  • 2 global events inspired by the first part:
    • Ambush: Event with a damage multiplier of 200%. If you stand still, it increases; if you move, it decreases.
    • Assault: Event where you deal 200% more damage when shooting from a certain distance.
  • After April 2nd, the Season Rise Up continues:
    • Balancing and content updates
    • Expanded crossplay
    • New incursion

Additionally, a new DLC has been announced that is set to take place in Central Park. However, apart from a short teaser, there are no further details.

At the end of the stream, they mentioned The Division Resurgence. The mobile spin-off is expected to launch on March 31, 2026, and will offer an open-world MMO-style experience. There will also be missions for both co-op and solo players. If you play Resurgence and The Division 2, there will be rewards for both shooters. You can find more great shooters in this list: The 25 best shooters of 2026 – These PvP and PvE games impress with their gameplay.

This is an AI-powered translation. Some inaccuracies might exist.
Source(s):
  1. Steam
  2. Ubisoft

The creator of One Piece starts his own pirate era, hides the truth behind the treasure in the sea

In One Piece, the Straw Hat Pirates led by Monkey D. Luffy are searching for the mysterious treasure of the Pirate King Gol D. Roger. But what is the One Piece actually? The creator of the manga has now hidden the answer to this question in a box – and sunk it in the sea.

The titular One Piece functions as a MacGuffin within the story. This is a term that describes an object or person that drives and maintains the plot.

In the case of One Piece, the Straw Hat Pirates are searching for this mysterious something, and so far, it has not been revealed exactly what it is.

This could change now. Because One Piece creator Eiichiro Oda has finally written down the answer, after it has only existed in his head all these years.

However, this does not mean that it will be revealed in one of the next volumes of the manga. No, Oda has decided to sink the solution to the riddle deep in the sea. A new video on the One Piece YouTube channel shows this.

On Netflix, the second season of the live-action adaptation of One Piece is starting soon. Here you can see the trailer:

Start video
Netflix shows in the new trailer for One Piece the many new villains of Season 2

The search is on

What does the video show? On March 3, 2026, a YouTube video was released on the One Piece channel, showcasing a significant moment for fans.

Oda sits at his desk and writes the answer to the question of what the One Piece is on a piece of paper. He then tears it up and locks one half – the relevant part – in a small chest.

The box is then sealed in a pressure-proof glass sphere, which is held by a frame. The video further shows a crew sailing out to sea. At a designated point, they stop and hand the box to a robot.

This robot dives into the depths and places the treasure on the ocean floor. A narrator’s voice dramatically announces that the secret is safe there. Only when the entire story of the manga is completed will it be revealed.

Recommended editorial content

At this point you will find external content from YouTube that complements the article.

I consent to external content being displayed to me. Personal data can be transmitted to third party platforms. Read more about our privacy policy.
Link to the YouTube content

According to natalie.mu, the action was initiated on the occasion of an anniversary: The One Piece manga has exceeded worldwide sales of 600 million copies. Additionally, volume 114 will be released in Japan on March 4.

Now the question remains how secret the location of the treasure really is. Just like in the story, the search for the One Piece might soon begin in reality – or at least for the resolution of what it is.

What clues are there? The video leaves room for Easter eggs and conclusions, even if these are of course just speculations.

  • The chest is located at a depth of 651 meters. Chapter 651 of One Piece is titled “The Voice from the New World” and tells, among other things, about Fish-Man Island, which lies deep in the sea.
  • Responsible for the project is among others the Japanese Center for Marine Research, called JAMSTEC. It is also supported by SIP (Strategic Innovation Program of the Japanese government). Both at least suggest that the One Piece is now located somewhere near the Japanese coast.

The treasure has therefore been sunk in the sea under professional supervision. It will be exciting to see if people will really start searching. Under the video on YouTube, there are already some excited voices saying, “The One Piece is real!”

However, a depth of 651 meters is no walk in the park, which makes recovery by amateurs very unlikely. What do you think about it? Do you believe someone could actually find the treasure? Feel free to share your thoughts in the comments. The manga has reached a milestone: One Piece now achieves what Superman accomplished only after over 18,700 issues

This is an AI-powered translation. Some inaccuracies might exist.

Crimson Desert reaches a major milestone 2 weeks before release, could follow in the footsteps of Black Myth: Wukong

Crimson Desert is probably one of the biggest titles in March 2026. The open-world adventure will be released in about 2 weeks. Now it has reached a new milestone that already hints at how big the game could become.

What is this milestone? The official account for Crimson Desert posted on x.com that it has already achieved 3 million wishlist entries. It is unclear whether this refers only to Steam or all other platforms (PS5, Xbox Series S/X, Epic Games), but the number is still impressive.

This not only shows how much interest the new game from Pearl Abyss has generated, it already hints at how big the game might become, especially when compared to other titles in the past.

Start video
Crimson Desert shows more of the fights and progression in the action RPG in the new gameplay video

One of the most anticipated games of 2026

How good are 3 million wishlist entries? First looking at the Steam page of Most Wanted, Crimson Desert is currently in 6th place. That is impressive, especially considering that games like Slay the Spire 2 or Subnautica 2 are ranked above it.

According to the analytics firm The Alinea Insight, Subnautica 2 had 3.8 million wishlist entries in February 2026. That is enormous and shows how popular the predecessor is. Above Crimson Desert is Forza Horizon 6, which according to The Alinea Insight had 2.6 million entries in February 2026. However, these numbers should be taken with caution, as they cannot be directly viewed on Steam.

Another good comparison would be Black Myth: Wukong. According to journalist Paul Tassi from Forbes, the Chinese action RPG reached 4 million wishlist entries before its release. On Steam (via SteamDB), the game peaked at 2.4 million concurrent players. This gave it the second-highest peak on Steam of all time.

However, there are also negative examples like The Day Before. It was at one point the most wished-for game on Steam but turned into a disaster.

What does all this mean for Crimson Desert? Crimson Desert is quite ambitious. It has not only a linear main story but countless side activities, a large open world, a parkour system, various weapons, and much more.

As a major AAA title, Crimson Desert could appeal to many users and, if the reviews and hype are right, encourage them to purchase the game and thereby attract many players directly at launch on various platforms. The game does not have major AAA competition at its release on March 19, 2026.

At the same time, the stakes are high if the game cannot fulfill all its ambitions. MeinMMO editor Karsten Scholz took a closer look at the game and noticed parallels to another open-world hit: Crimson Desert is a solo experience with MMO scope and could be just as successful as the big RPG surprise of 2025

This is an AI-powered translation. Some inaccuracies might exist.
Source(s):
  1. Forbes

World of Warcraft Midnight: Open the Triple-Locked Chest – Here’s How

In World of Warcraft Midnight you can find a mysterious chest in the midst of an idyllic forest, which is however triple locked. How to open it to reach the treasure is explained here.

Where do I find the chest? The chest is located next to a broken cart in the Immersang forest in the area “Windrunners Tower”. Visit the coordinates 38.9 / 76.0 for the exact location. The chest has a reddish appearance and is equipped with three smaller locks.

Before the locks can be opened, you must solve a little puzzle.

Start video
WoW Midnight: Arator’s Light and the Firebrand

How to solve the puzzle of the chest

How do I open the chest? To open the chest, you first need to interact with the blue torch located right next to the cart. After that, you will receive a buff for 15 minutes that allows you to pick up three special keys. Now, with the buff, visit the following coordinates:

  1. Key: 40.2 / 75.8
  2. Key: 37.6 / 74.8
  3. Key: 38.4 / 73.4

Once you have collected all keys, you can go to the chest and unlock it. As a reward, you will receive the achievement “Triple Locked Chest” as well as a sub-achievement for the achievement “Treasures of the Immersang Forest”. Additionally, you will also receive the item “Gemstone-Studded Immersang Lantern” for housing.

That was all the information about the locked chest in the Immersang Forest. Aside from treasures, you can also earn a lot of gold in Midnight, you just need to know how. In our guide, you will learn everything important from our MeinMMO demon Cortyn: Farming gold in WoW Midnight – This is how you make good cash

This is an AI-powered translation. Some inaccuracies might exist.
Source(s):
  1. youtube.com

Twitch streamer explores his 15-year-old Pokémon save file, sees what he has done in Kanto for 277 hours

The 30th anniversary of the Pokémon franchise has brought many people back to the FireRed and LeafGreen editions. So did the Twitch streamer Mango, who even looked at his save file from his childhood and was quite surprised by his former self.

How many hours does the save file have? The Twitch streamer RvNxMango, simply called Mango, is a big fan of the Pokémon franchise. For the 30th anniversary of the franchise, the FireRed and LeafGreen editions were released for the Nintendo Switch.

Mango took a look at his old FireRed save file that he created 15 years ago. The Twitch streamer was 13 years old at the time.

It quickly becomes clear from the numbers: Even back then, Mango was a big Pokémon fan. The save file shows a total of 277 hours played and Mango defeated the Elite Four a total of 33 times, as can be seen from the Hall of Fame entries.

Start video
These are the 5 most relevant German streamers on Twitch in 2024, according to Google

Mango explores nearly 300 hours of Kanto

What did Mango do in Kanto? The Twitch streamer reminisces on YouTube as he looks at his old FireRed save file. The 277 hours of gameplay didn’t come from nowhere, as Mango continued to engage with the game even after the Champion and the Elite Four.

For example, he battled Team Rocket and their boss Giovanni again on the Islands. After Mango defeated him, Giovanni supposedly said something like that they would meet again. The 13-year-old Mango took that as an invitation to search everywhere on the map for Giovanni to challenge him again, which unfortunately didn’t work.

Mango further explains that back then, there were no real tips or solutions on the internet, which made him think he could still discover more.

Additionally, the 13-year-old Mango also managed to complete the national Pokédex. To level up the newly acquired Pokémon, he trained with the Elite Four.

Not to be missed were apparently the legendary bird Pokémon Zapdos, Moltres, and Articuno. Other legendary Pokémon such as Mewtwo and Kyogre were also part of the various teams.

How much time did you spend in your childhood on your favorite edition? Let us know in the comments!

RvNxMango always takes on difficult challenges within his Pokémon content, such as the Ironmon Challenge. Trymacs also enjoys such Pokémon challenges so much that he locked himself and 3 other Twitch streamers in an apartment for 3 days to play: Twitch streamers lock themselves for 3 days in an apartment for Pokémon challenge, do not complete the game

This is an AI-powered translation. Some inaccuracies might exist.

Twitch streamer grinds to level 50 in Marathon before release, but he can’t keep anything

A Twitch streamer earned over 50 levels in Marathon in 3 days. Now he is back to level 0 and has to start over.

Who is it about? The American Twitch streamer Mac “Albralelie” Beckwith (25) extensively tested Bungie’s new extraction shooter Marathon during the server slam. In just 3 days, he played 35 hours and reached level 53.

  • Albralelie is mainly known for the battle royale shooter Apex Legends, which he has been playing professionally since 2019.
  • During this time, he worked for various renowned eSports organizations like TSM, Team Liquid, Cloud9, FaZe, and FURIA, earning over $177,000 in prize money.
  • Since 2025, Albralelie has been playing for the team “Hotdog Mafia”.

The 25-year-old primarily streams Apex Legends on Twitch but also plays many other shooters like Delta Force and Escape from Tarkov.

Start video
Bungie presents Marathon in the launch trailer

Streamer loses 53 levels in Marathon, but it wasn’t entirely in vain

Why can’t he keep anything? Bungie clearly communicated before the start of the server slam that no one will retain the progress made after the test ends. Every player has to start anew at level 0 upon release, including Albralelie.

Is the grind worthwhile for him anyway? Yes, the time invested was not entirely wasted for the streamer. Players could earn rewards during the server slam when they reached certain levels.

The rewards consist of various implants, cores, weapon mods, and even a backpack, with different rarity levels – depending on the level reached by the respective player. The best rewards are at level 30.

All rewards that you could earn for reaching certain levels during the server slam are equipment items that improve your runner shell and thus give you advantages in a fight.

Thus, Albralelie will already find some good equipment items in his inventory upon release – even if levels 30 to 53 only provided him with experience and fun.

Streamer shoots for the grind at everything that moves

How did the streamer level up so quickly? In a comment on X, Albralelie revealed how he was able to efficiently gather XP and level up. The streamer’s secret: “Kill everything that moves.”

Albralelie is not only referring to the UESC robots that you can find all over the map, but also to other players. He says he sprinted straight to the player spawns at the beginning of a round and wiped everything out on his side of the map. Then, he went to the center and took down all the other players.

Once all enemy runners were eliminated, he focused on the events on the map, which he could then complete without any interruptions.


If you are still unsure whether Marathon might appeal to you, we’ve prepared a short check including a quiz. There, you will find important information about the shooter and can find out if the game is interesting for you by answering 10 questions: Is Marathon worth it for you? The quick check before release

This is an AI-powered translation. Some inaccuracies might exist.

A video game console has sold better than the PS5 and Xbox in recent months, deliberately forgoing a controller

Gamers often wonder which of the two dominant consoles is better. But now an unknown gaming cube has come out of nowhere, surpassing both Xbox and PlayStation in sales. 

What kind of console is it? YouTuber Linus Tech Tips presents the Nex Playground in his YouTube video from March 2, 2026. A small cube that can be connected to the TV to enjoy games in the living room. 

It has become so popular that, according to Senior Director and gaming consultant Mat Piscatella, it has landed at number 2 among the best-selling consoles in the USA as of late November 2025. Only the Switch 2 is said to have sold more during this period (via bsky)

On Amazon.com, the cube is currently the number 1 bestseller in the “TV Game Consoles” category. The device is offered on Amazon for 249 US dollars; German customers are charged 212.76 euros. However, German buyers must import the product from the USA, which results in longer delivery times and additional costs such as import fees and taxes.

On the official website of the manufacturer, the Nex Playground is not yet available in Germany and is currently sold out (as of February 3, 2026).  

Start video
Valve presents the Steam Machine in the new trailer

No controller? No problem! 

Why doesn’t the console use a controller? The Nex Playground relies on a technology similar to the Xbox Kinect from 2010. With so-called motion controls, the device deliberately forgoes controllers and uses a camera to capture the movements of one or more people to control the console. This forces you to do something for your fitness, similar to a special running MMORPG. 

Thus, the manufacturer of the Nex Playground focuses on motion-oriented gaming, which should be reflected in the available titles. 

According to YouTuber Linus Tech Tips, there are currently five available games without a subscription for the gaming device. With the subscription service play pass, a total of 55 titles should be available, with new ones being added regularly. The service currently costs 49 US dollars or about 42 euros for 3 months, or 89 US dollars, approximately 77 euros, for one year (as of March 3, 2026).

Children are the target group

Who is the device suitable for? The Nex Playground is not comparable to modern consoles like the PS5 or Xbox in terms of performance and has slower hardware installed.

  • CPU: Amlogic A311D2-NOD
  • Memory 64 GB (not expandable)
  • Connections: Wi-Fi/Bluetooth
  • Ports: 1x HDMI, 1x USB-C

The CPU is said to provide a performance of 3.2 T-flops, which puts it on par with the Switch 2: In docked mode, Nintendo’s console is expected to deliver a performance of 3.1 T-flops. PS5 (10.3 T-flops) and Xbox Series X (12.0 T-flops) offer significantly more performance in comparison.

There is also a significant limitation: you cannot play new AAA titles, only the available games from Nex itself. Therefore, according to YouTuber Linus, the product is best suited for younger children aged 3-8 years. The low entry price should also be more affordable compared to a PS5 or Xbox and be a selling point for families, for example, who want to make their children happy.

The games are quite simple and are basically short mini-games. However, this should make them ideal for party nights, where different people can take turns. Up to four players simultaneously are supposed to be supported in some titles.   

For most teenagers and adults, the device is rather uninteresting in the long term, as the games themselves offer little long-term motivation. The subscription model, which is mandatory for full use of the console, adds up over time and can be a no-go for some buyers. The highly anticipated mini-PC from Valve, however, could be a beacon of hope for gamers: The Steam Machine could be the best choice for many players and a real problem for AMD and Nvidia

This is an AI-powered translation. Some inaccuracies might exist.

After 20 years I can finally play a Pokémon game without having to pay almost 200 euros on eBay

During the Pokémon Presents last week, Nintendo showcased many special announcements. However, neither Pokopia nor Generation 10 can generate as much anticipation for MeinMMO editor Niko as a special spin-off that was released 20 years ago.

Like many others my age, I grew up with Pokémon. I played the games, watched the anime, and collected the cards. To this day, I still enjoy the series despite many strange decisions. The spin-offs were often as important to me as the main titles.

Mystery Dungeon had the best story and I love Pokémon Tekken just for its bizarre concept. As a kid, I never had a GameCube. We were a PS2 family back then.

That’s why I could never play Pokémon Colosseum and Pokémon XD: Gale of Darkness. While I picked up Colosseum years ago, XD was simply too expensive for me. Looking on eBay, prices often reach €200, and even more if in good condition.

That’s why I have been looking at this unusual Pokémon game from the outside for years. But then came the Pokémon Presents. The Pokémon Company even invited us to watch the Presents in a cinema in London. Alongside Generation 10 and its starters, a lot was showcased to celebrate the 30th anniversary of the franchise.

I didn’t care about any of that. A small trailer (Source: YouTube) featuring a yacht and a Lugia was enough for me to know which RPG I would spend my March with. Pokémon XD: Gale of Darkness is coming to the Switch’s Expansion Pack subscription, and that is something special.

You can see some impressions from us in London here:

Start video
MeinMMO was at the 30th anniversary of Pokémon in London

There is no Pokémon game like Colosseum and XD

Why is Pokémon XD: Gale of Darkness so special? At its core, the main titles of the series are RPGs, but they have a strong identity of their own. The story runs alongside; it’s mainly about catching and training. This is even true for spin-offs like the two Legends titles.

Pokémon Colosseum and XD go in a different direction. They are significantly more linear and also more restrictive in terms of catching Pokémon. You don’t find them in tall grass; you steal them from nasty trainers. These so-called Crypto-Pokémon are not friendly to you at first. You have to battle them to unlock further attacks and remove their Crypto status, which can be quite frustrating in battle.

At the same time, the titles focus on double battles. You have to develop different tactics due to the restrictions. Even though that sounds negative, I find it a rather interesting approach.

The other, perhaps more prominent feature is the atmosphere. Colosseum and XD are darker than the main series, have a unique graphic style and animations, and a strong soundtrack that gives both games their own identity. It’s not a battle simulator like Battle Revolution or Stadium; it’s a standalone GameCube JRPG – just with Pokémon.

The announcement not only made me happy because I can finally catch up without major hurdles, but also because a franchise anniversary should look like this.

This is how you should celebrate a big franchise

Pokémon is a special franchise because it combines so many elements. Games, plush toys, cards, and the anime. Pokémon fans enjoy different things, which were also showcased to us in London. You saw the large Lego set, many cards, and could also play Pokopia.

While these are not topics that currently interest me as a fan, the Presents was a nice potpourri for different parts of the community. Cozy fans got Pokopia, TCG players got a glimpse of a new set, and Generation 10 was presented to everyone.

For me, the announcement of XD means that the Pokémon Company is also looking at the old spin-offs, which may not be as popular as FireRed or LeafGreen. This is where the company needs to go further. The old games must be available on modern platforms so that new fans can catch up with the history of the franchise without needing to shop on eBay.

But there is still room for improvement because this is happening too slowly. Where are the other titles aside from FireRed and LeafGreen? Why is Pokémon Colosseum missing, and when will I finally get Pokémon Conquest in Germany? All of these may not be major topics that attract countless players, but for me, they belong to an anniversary.

Please give me more of this. I’m as excited as a teenager for Pokémon XD and hope this is just the beginning of exploring more obscure corners of the franchise again.

When can you play Pokémon XD? Currently, there is no concrete date, but March has already been mentioned as the release month. However, keep in mind that you need the subscription Nintendo Switch Online + Expansion Pack to play GameCube games on your Switch 2.

But what was the most exciting announcement for you and which game would you like to see on the Switch? Feel free to share your opinion in the comments. I have gathered many beautiful memories with Pokémon, even if I tricked my sister into it: Due to a wrong tip, I ruined Pokémon for my little sister

This is an AI-powered translation. Some inaccuracies might exist.

More than Horse Girls: The German “Death Stranding with Horses” forgoes a story at Steam launch, allowing you to experience your own stories

Alice Ruppert: On such a special challenge run – completing the entire game with a specific, underpowered horse – players and YouTubers will definitely bite their teeth.

Violence is optional

MeinMMO: Hunting is part of the game, even though the focus is not on it. In an update, you mentioned that it’s important to you that hunting is a game element but handled respectfully. Is it theoretically possible to play the entire game without violence, without having to use a bow and arrow?

Nikolai Hilz: Yes, for two reasons: On one hand, you can avoid dangers; you can flee. Resources through hunting can also be purchased from merchants. On the other hand, we have these powder pouches, bags filled with powder, which are the non-aggressive variant. You can throw them to scare away wild animals. You can absolutely do a “non-violent playthrough.”

Alice Ruppert: That was a stretch goal in the Kickstarter – that there will be a peaceful mode or that you can do it. It is intended that people can complete it without having to kill animals.

MeinMMO: Is there a specific reason why this was important to you?

Alice Ruppert: It was important to our players. A request that came in often. Many people from the cozy game sector like the challenge but don’t want the stress and violence. That is a significant part of the players we want to address.

The respectful handling is also something that came from our experts. That was also a concern; it shouldn’t be the “Mongolian Murder Simulator.” It was important to handle it in a way that aligns with nomadic culture. Hunting is done for a purpose, not just for the sake of it. We were very inspired by what our advisors advised us.

MeinMMO: While we’re on the subject of non-violent gameplay: When the horses’ life bars run out, they are taken back to the stable. Will that remain the case at release, that horses cannot die, or will there be a mode where horses can actually die?

Alice Ruppert: To my knowledge, we have no plans to change that. It’s not something that is a mega request. Most people are rather glad that the horses cannot die. If we notice that there is a demand for a hardcore mode where horses can perish, that is generally a possibility. But so far it’s not been a priority.

Nikolai Hilz: That would make the game designers sweat when suddenly there are balancing issues because you no longer have horses in the middle and have to do everything on foot.

Alice Ruppert: That’s why it’s only an option if it’s really desired. We’re not adding it just for fun, as it could ruin many things. For now, it’s excluded.

Realistic representation in focus

MeinMMO: Is there a real horse that particularly inspired you during development?

Adriano Nicolosi: Visually, I can’t contribute much. Of course, there was a lot of research with the Mongolian breeds. Our 3D artist has his own horse. The entire art department visited a stable and looked at the horse. We were able to make cool recordings of horse sounds, from horse noises to tack, saddles, and how it all sounds when moved. That was really cool for me and our sound designer.

MeinMMO: Do you have something very specific that you definitely wanted to do differently than other games with horses or mounts? Especially regarding animations and mechanics.

Alice Ruppert: It’s a question of what you compare it to. The more relevant comparisons are not necessarily other horse games but how horses are represented in games otherwise – in Zelda, Witcher, Ghost of Tsushima, for example. Where we stand out is in anatomy and animation. Horses are tricky to animate. And we still get feedback with improvement suggestions.

In many larger triple-A games, horse anatomy is often poorly implemented. I spend a lot of time analyzing this. Gross mistakes, like “How do horse legs work?” don’t happen with Khiimori. The other aspect is the mechanical level. There’s not just a speed upgrade.

In many games, the item “horse” could also be the item “power pants,” and you are three times faster. With us, the horse has needs, has to be taken care of, and there are different horses with different stats. That’s significantly more depth and mechanical relevance than in approximately 90% of all games with horses.

What I find extremely valuable are the many little behaviors. When I see how our horse eats grass and how its lip moves… I could watch that for an hour. You don’t see that elsewhere. Or that they scratch their ears with their hind legs, which looks super funny and what people without horse experience might never have seen.

It satisfies me to know that we can portray these quirks of horse behavior. For me, as a horse lover, those details make me really happy, and I could watch them for hours.


About future plans and multiplayer

MeinMMO: I have noticed this while playing, especially regarding reactions to different terrains or weather effects. Do you have any plans to introduce more biomes or weather effects or more influences on the horse?

Nikolai Hilz: We are more focused on deepening the biomes. Right now, you can only go so far into the desert or up the mountain. We are continuously expanding that. As for the weather, we have already covered a lot. When you are deeper in biomes like the snowy mountains, you experience longer snowstorms. We recently completely revamped the weather. It used to be very short and unpredictable in the alpha. Now we have real patterns.

Alice Ruppert: Regarding “which terrains can the horse traverse”: We added that the horses can also swim. That was requested a lot. It comes as an enhanced navigation mechanic with its own balances. Swimming requires a lot of stamina. I consider twice whether I want to swim through the lake or go around.

Do I have goods with me that shouldn’t get wet? Do I have enough food so that my horse can cross the river, or will I find a grassy area soon? Or do I go a few meters further, where there’s a bridge? This adds more route-planning strategic elements and a new way for the horse to interact with the terrain.

Adriano Nicolosi: Generally, there are still many stretch goals from the Kickstarter open. Fishing is still to come, falconry is still to come. These are things that are labor-intensive but further enrich the gameplay.

MeinMMO: Exactly, you have that Trello board where interested players can follow the features you still want to introduce, including things you have initially declined. While playing, I often thought – and I don’t think I was alone in this – that it would actually also be a perfect game to experience with friends. You do have multiplayer but have excluded that for the time being. How did that decision come about?

Alice Ruppert: It’s a question of resources. There are two things. First: When planning this game in multiplayer, you double the testing effort. At the same time, adding multiplayer afterwards is planner-wise and technically unwise because you have to redo many things. It does not balance with any other player request we have on the table. We could run three or four more Kickstarter campaigns and not get the budget together.

There are still many smarter things that we can prioritize, where we and the players would benefit more. Multiplayer is not at the top of the list. The skill at Aesir is not the problem; we have the capabilities. But it’s a question of resources. If the game sells extremely well, we might also reconsider things that we have excluded. With multiplayer, you invest an enormous amount of technical work, which is extremely poorly visible for players. […]

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

Alice Ruppert: If someone knows him, let him know, we’ll take him.

Adriano Nicolosi: I was recently a lot with our composer for making-of stuff. It’s cool to see how he brings the whole game to life with instruments. I’ve already listened to this soundtrack many times – it never gets boring for me. I look forward to eventually holding the vinyl in my hand. Besides what Nikolai mentioned, it’s also incredibly beautiful to look at, and it delivers very authentic sounds. Especially in sound design. We also recorded real horses on different terrains.

Alice Ruppert: What could also be added is that the appeal and role of horses in the game is not just “you like them if you find horses cute,” but they have a deep mechanical significance.

The comparison is like this: The horses you can choose can be compared to your weapons in a shooter or cars in a racing game. You don’t take the Ferrari to drive over a mountain. You don’t take the shotgun to execute an assassination. The same applies to our horses. You have different animals with different strengths and skills that are trained differently. You breed improvements into them and train them.

Thus, the “horse variety” is not just “I think it’s cute,” but of very great mechanical importance. I have to choose my horses in such a way that they make sense strategically. I have to take the right horse to accomplish a certain mission or to traverse a certain terrain. I hope that even players who don’t care much about horses realize: “Ah wow, horses can vary like this.”

Of course, this is a gameplay decision of ours, but horses can also be extremely different and capable of different things in real life. This is inspired by real life, even though the stats cannot, of course, be directly transferred to real horses.

Nikolai Hilz: I can confirm that. You can develop empathy. That’s something you can’t really do with weapons and cars. With living beings, you develop empathy over time.

Adriano Nicolosi: That was also the feedback at Gamescom. From the press that isn’t in the horse business and from the general community. They mentioned: “Okay, cool, it doesn’t show completely ‘We are a horse game’ and that it’s all about that.” It plays an important role, but in that setting, it’s not quite so noticeable that you always have to do “horse things.”

Many were surprised: “You can breed horses, interesting. And I have to distribute my inventory in the saddlebags to maintain balance because I am a yam courier and have to ensure that the goods arrive safely.” You’re always depending on getting through the terrain well.


Those who want a pretty mount must work for it

MeinMMO: I was wondering if people who aren’t great with numbers can simply choose a horse they find visually appealing, or is it important to also do some min-maxing?

Alice Ruppert: You do have to optimize a bit, as you can’t do everything with every horse. Accordingly, it’s not enough just to choose the prettiest horse. Let’s put it this way: Those who place a great value on the aesthetics of the horses must specifically breed for that appearance in combination with the desired stats. So, it’s indeed a part of the gameplay to connect aesthetics and abilities.

I would also find it very unfortunate if someone could simply take any horse and master all the difficult missions and terrains. I believe we’d receive negative reviews because player decisions would have no impact.

Nikolai Hilz: Yes, exactly. Conversely, I would actually find it very cool if people role-play and say: “I would like this specific look, but I have this and that challenge ahead of me, so I will breed horses until I achieve that goal.” I would be very pleased. Theoretically, you could also say: “No, it has to be this horse; that’s my absolute favorite horse, and I do everything with it.”

Then one must collect a lot, craft, and build accordingly around it. But in the end, you might have a very rewarding story because you can say: “I did everything to ensure that this horse and I can experience our adventures together, and it was worth the effort.” I think the systems are set up for that.

Alice Ruppert: On such a special challenge run – completing the entire game with a specific, underpowered horse – players and YouTubers will definitely bite their teeth.

Violence is optional

MeinMMO: Hunting is part of the game, even though the focus is not on it. In an update, you mentioned that it’s important to you that hunting is a game element but handled respectfully. Is it theoretically possible to play the entire game without violence, without having to use a bow and arrow?

Nikolai Hilz: Yes, for two reasons: On one hand, you can avoid dangers; you can flee. Resources through hunting can also be purchased from merchants. On the other hand, we have these powder pouches, bags filled with powder, which are the non-aggressive variant. You can throw them to scare away wild animals. You can absolutely do a “non-violent playthrough.”

Alice Ruppert: That was a stretch goal in the Kickstarter – that there will be a peaceful mode or that you can do it. It is intended that people can complete it without having to kill animals.

MeinMMO: Is there a specific reason why this was important to you?

Alice Ruppert: It was important to our players. A request that came in often. Many people from the cozy game sector like the challenge but don’t want the stress and violence. That is a significant part of the players we want to address.

The respectful handling is also something that came from our experts. That was also a concern; it shouldn’t be the “Mongolian Murder Simulator.” It was important to handle it in a way that aligns with nomadic culture. Hunting is done for a purpose, not just for the sake of it. We were very inspired by what our advisors advised us.

MeinMMO: While we’re on the subject of non-violent gameplay: When the horses’ life bars run out, they are taken back to the stable. Will that remain the case at release, that horses cannot die, or will there be a mode where horses can actually die?

Alice Ruppert: To my knowledge, we have no plans to change that. It’s not something that is a mega request. Most people are rather glad that the horses cannot die. If we notice that there is a demand for a hardcore mode where horses can perish, that is generally a possibility. But so far it’s not been a priority.

Nikolai Hilz: That would make the game designers sweat when suddenly there are balancing issues because you no longer have horses in the middle and have to do everything on foot.

Alice Ruppert: That’s why it’s only an option if it’s really desired. We’re not adding it just for fun, as it could ruin many things. For now, it’s excluded.

The Legend of Khiimori horseback archery
You can also completely avoid violence in the game if you wish.

Realistic representation in focus

MeinMMO: Is there a real horse that particularly inspired you during development?

Adriano Nicolosi: Visually, I can’t contribute much. Of course, there was a lot of research with the Mongolian breeds. Our 3D artist has his own horse. The entire art department visited a stable and looked at the horse. We were able to make cool recordings of horse sounds, from horse noises to tack, saddles, and how it all sounds when moved. That was really cool for me and our sound designer.

MeinMMO: Do you have something very specific that you definitely wanted to do differently than other games with horses or mounts? Especially regarding animations and mechanics.

Alice Ruppert: It’s a question of what you compare it to. The more relevant comparisons are not necessarily other horse games but how horses are represented in games otherwise – in Zelda, Witcher, Ghost of Tsushima, for example. Where we stand out is in anatomy and animation. Horses are tricky to animate. And we still get feedback with improvement suggestions.

In many larger triple-A games, horse anatomy is often poorly implemented. I spend a lot of time analyzing this. Gross mistakes, like “How do horse legs work?” don’t happen with Khiimori. The other aspect is the mechanical level. There’s not just a speed upgrade.

In many games, the item “horse” could also be the item “power pants,” and you are three times faster. With us, the horse has needs, has to be taken care of, and there are different horses with different stats. That’s significantly more depth and mechanical relevance than in approximately 90% of all games with horses.

What I find extremely valuable are the many little behaviors. When I see how our horse eats grass and how its lip moves… I could watch that for an hour. You don’t see that elsewhere. Or that they scratch their ears with their hind legs, which looks super funny and what people without horse experience might never have seen.

It satisfies me to know that we can portray these quirks of horse behavior. For me, as a horse lover, those details make me really happy, and I could watch them for hours.


About future plans and multiplayer

MeinMMO: I have noticed this while playing, especially regarding reactions to different terrains or weather effects. Do you have any plans to introduce more biomes or weather effects or more influences on the horse?

Nikolai Hilz: We are more focused on deepening the biomes. Right now, you can only go so far into the desert or up the mountain. We are continuously expanding that. As for the weather, we have already covered a lot. When you are deeper in biomes like the snowy mountains, you experience longer snowstorms. We recently completely revamped the weather. It used to be very short and unpredictable in the alpha. Now we have real patterns.

Alice Ruppert: Regarding “which terrains can the horse traverse”: We added that the horses can also swim. That was requested a lot. It comes as an enhanced navigation mechanic with its own balances. Swimming requires a lot of stamina. I consider twice whether I want to swim through the lake or go around.

Do I have goods with me that shouldn’t get wet? Do I have enough food so that my horse can cross the river, or will I find a grassy area soon? Or do I go a few meters further, where there’s a bridge? This adds more route-planning strategic elements and a new way for the horse to interact with the terrain.

Adriano Nicolosi: Generally, there are still many stretch goals from the Kickstarter open. Fishing is still to come, falconry is still to come. These are things that are labor-intensive but further enrich the gameplay.

The Legend of Khiimori Screenshot camp scene
During camping, you can truly unwind.

MeinMMO: Exactly, you have that Trello board where interested players can follow the features you still want to introduce, including things you have initially declined. While playing, I often thought – and I don’t think I was alone in this – that it would actually also be a perfect game to experience with friends. You do have multiplayer but have excluded that for the time being. How did that decision come about?

Alice Ruppert: It’s a question of resources. There are two things. First: When planning this game in multiplayer, you double the testing effort. At the same time, adding multiplayer afterwards is planner-wise and technically unwise because you have to redo many things. It does not balance with any other player request we have on the table. We could run three or four more Kickstarter campaigns and not get the budget together.

There are still many smarter things that we can prioritize, where we and the players would benefit more. Multiplayer is not at the top of the list. The skill at Aesir is not the problem; we have the capabilities. But it’s a question of resources. If the game sells extremely well, we might also reconsider things that we have excluded. With multiplayer, you invest an enormous amount of technical work, which is extremely poorly visible for players. […]

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

Alice Ruppert: If someone knows him, let him know, we’ll take him.

Adriano Nicolosi: I was recently a lot with our composer for making-of stuff. It’s cool to see how he brings the whole game to life with instruments. I’ve already listened to this soundtrack many times – it never gets boring for me. I look forward to eventually holding the vinyl in my hand. Besides what Nikolai mentioned, it’s also incredibly beautiful to look at, and it delivers very authentic sounds. Especially in sound design. We also recorded real horses on different terrains.

Alice Ruppert: What could also be added is that the appeal and role of horses in the game is not just “you like them if you find horses cute,” but they have a deep mechanical significance.

The comparison is like this: The horses you can choose can be compared to your weapons in a shooter or cars in a racing game. You don’t take the Ferrari to drive over a mountain. You don’t take the shotgun to execute an assassination. The same applies to our horses. You have different animals with different strengths and skills that are trained differently. You breed improvements into them and train them.

Thus, the “horse variety” is not just “I think it’s cute,” but of very great mechanical importance. I have to choose my horses in such a way that they make sense strategically. I have to take the right horse to accomplish a certain mission or to traverse a certain terrain. I hope that even players who don’t care much about horses realize: “Ah wow, horses can vary like this.”

Of course, this is a gameplay decision of ours, but horses can also be extremely different and capable of different things in real life. This is inspired by real life, even though the stats cannot, of course, be directly transferred to real horses.

Nikolai Hilz: I can confirm that. You can develop empathy. That’s something you can’t really do with weapons and cars. With living beings, you develop empathy over time.

Adriano Nicolosi: That was also the feedback at Gamescom. From the press that isn’t in the horse business and from the general community. They mentioned: “Okay, cool, it doesn’t show completely ‘We are a horse game’ and that it’s all about that.” It plays an important role, but in that setting, it’s not quite so noticeable that you always have to do “horse things.”

Many were surprised: “You can breed horses, interesting. And I have to distribute my inventory in the saddlebags to maintain balance because I am a yam courier and have to ensure that the goods arrive safely.” You’re always depending on getting through the terrain well.


Those who want a pretty mount must work for it

MeinMMO: I was wondering if people who aren’t great with numbers can simply choose a horse they find visually appealing, or is it important to also do some min-maxing?

Alice Ruppert: You do have to optimize a bit, as you can’t do everything with every horse. Accordingly, it’s not enough just to choose the prettiest horse. Let’s put it this way: Those who place a great value on the aesthetics of the horses must specifically breed for that appearance in combination with the desired stats. So, it’s indeed a part of the gameplay to connect aesthetics and abilities.

I would also find it very unfortunate if someone could simply take any horse and master all the difficult missions and terrains. I believe we’d receive negative reviews because player decisions would have no impact.

Nikolai Hilz: Yes, exactly. Conversely, I would actually find it very cool if people role-play and say: “I would like this specific look, but I have this and that challenge ahead of me, so I will breed horses until I achieve that goal.” I would be very pleased. Theoretically, you could also say: “No, it has to be this horse; that’s my absolute favorite horse, and I do everything with it.”

Then one must collect a lot, craft, and build accordingly around it. But in the end, you might have a very rewarding story because you can say: “I did everything to ensure that this horse and I can experience our adventures together, and it was worth the effort.” I think the systems are set up for that.

Alice Ruppert: On such a special challenge run – completing the entire game with a specific, underpowered horse – players and YouTubers will definitely bite their teeth.

Violence is optional

MeinMMO: Hunting is part of the game, even though the focus is not on it. In an update, you mentioned that it’s important to you that hunting is a game element but handled respectfully. Is it theoretically possible to play the entire game without violence, without having to use a bow and arrow?

Nikolai Hilz: Yes, for two reasons: On one hand, you can avoid dangers; you can flee. Resources through hunting can also be purchased from merchants. On the other hand, we have these powder pouches, bags filled with powder, which are the non-aggressive variant. You can throw them to scare away wild animals. You can absolutely do a “non-violent playthrough.”

Alice Ruppert: That was a stretch goal in the Kickstarter – that there will be a peaceful mode or that you can do it. It is intended that people can complete it without having to kill animals.

MeinMMO: Is there a specific reason why this was important to you?

Alice Ruppert: It was important to our players. A request that came in often. Many people from the cozy game sector like the challenge but don’t want the stress and violence. That is a significant part of the players we want to address.

The respectful handling is also something that came from our experts. That was also a concern; it shouldn’t be the “Mongolian Murder Simulator.” It was important to handle it in a way that aligns with nomadic culture. Hunting is done for a purpose, not just for the sake of it. We were very inspired by what our advisors advised us.

MeinMMO: While we’re on the subject of non-violent gameplay: When the horses’ life bars run out, they are taken back to the stable. Will that remain the case at release, that horses cannot die, or will there be a mode where horses can actually die?

Alice Ruppert: To my knowledge, we have no plans to change that. It’s not something that is a mega request. Most people are rather glad that the horses cannot die. If we notice that there is a demand for a hardcore mode where horses can perish, that is generally a possibility. But so far it’s not been a priority.

Nikolai Hilz: That would make the game designers sweat when suddenly there are balancing issues because you no longer have horses in the middle and have to do everything on foot.

Alice Ruppert: That’s why it’s only an option if it’s really desired. We’re not adding it just for fun, as it could ruin many things. For now, it’s excluded.

The Legend of Khiimori horseback archery
You can also completely avoid violence in the game if you wish.

Realistic representation in focus

MeinMMO: Is there a real horse that particularly inspired you during development?

Adriano Nicolosi: Visually, I can’t contribute much. Of course, there was a lot of research with the Mongolian breeds. Our 3D artist has his own horse. The entire art department visited a stable and looked at the horse. We were able to make cool recordings of horse sounds, from horse noises to tack, saddles, and how it all sounds when moved. That was really cool for me and our sound designer.

MeinMMO: Do you have something very specific that you definitely wanted to do differently than other games with horses or mounts? Especially regarding animations and mechanics.

Alice Ruppert: It’s a question of what you compare it to. The more relevant comparisons are not necessarily other horse games but how horses are represented in games otherwise – in Zelda, Witcher, Ghost of Tsushima, for example. Where we stand out is in anatomy and animation. Horses are tricky to animate. And we still get feedback with improvement suggestions.

In many larger triple-A games, horse anatomy is often poorly implemented. I spend a lot of time analyzing this. Gross mistakes, like “How do horse legs work?” don’t happen with Khiimori. The other aspect is the mechanical level. There’s not just a speed upgrade.

In many games, the item “horse” could also be the item “power pants,” and you are three times faster. With us, the horse has needs, has to be taken care of, and there are different horses with different stats. That’s significantly more depth and mechanical relevance than in approximately 90% of all games with horses.

What I find extremely valuable are the many little behaviors. When I see how our horse eats grass and how its lip moves… I could watch that for an hour. You don’t see that elsewhere. Or that they scratch their ears with their hind legs, which looks super funny and what people without horse experience might never have seen.

It satisfies me to know that we can portray these quirks of horse behavior. For me, as a horse lover, those details make me really happy, and I could watch them for hours.


About future plans and multiplayer

MeinMMO: I have noticed this while playing, especially regarding reactions to different terrains or weather effects. Do you have any plans to introduce more biomes or weather effects or more influences on the horse?

Nikolai Hilz: We are more focused on deepening the biomes. Right now, you can only go so far into the desert or up the mountain. We are continuously expanding that. As for the weather, we have already covered a lot. When you are deeper in biomes like the snowy mountains, you experience longer snowstorms. We recently completely revamped the weather. It used to be very short and unpredictable in the alpha. Now we have real patterns.

Alice Ruppert: Regarding “which terrains can the horse traverse”: We added that the horses can also swim. That was requested a lot. It comes as an enhanced navigation mechanic with its own balances. Swimming requires a lot of stamina. I consider twice whether I want to swim through the lake or go around.

Do I have goods with me that shouldn’t get wet? Do I have enough food so that my horse can cross the river, or will I find a grassy area soon? Or do I go a few meters further, where there’s a bridge? This adds more route-planning strategic elements and a new way for the horse to interact with the terrain.

Adriano Nicolosi: Generally, there are still many stretch goals from the Kickstarter open. Fishing is still to come, falconry is still to come. These are things that are labor-intensive but further enrich the gameplay.

The Legend of Khiimori Screenshot camp scene
During camping, you can truly unwind.

MeinMMO: Exactly, you have that Trello board where interested players can follow the features you still want to introduce, including things you have initially declined. While playing, I often thought – and I don’t think I was alone in this – that it would actually also be a perfect game to experience with friends. You do have multiplayer but have excluded that for the time being. How did that decision come about?

Alice Ruppert: It’s a question of resources. There are two things. First: When planning this game in multiplayer, you double the testing effort. At the same time, adding multiplayer afterwards is planner-wise and technically unwise because you have to redo many things. It does not balance with any other player request we have on the table. We could run three or four more Kickstarter campaigns and not get the budget together.

There are still many smarter things that we can prioritize, where we and the players would benefit more. Multiplayer is not at the top of the list. The skill at Aesir is not the problem; we have the capabilities. But it’s a question of resources. If the game sells extremely well, we might also reconsider things that we have excluded. With multiplayer, you invest an enormous amount of technical work, which is extremely poorly visible for players. […]

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

Alice Ruppert: On such a special challenge run – completing the entire game with a specific, underpowered horse – players and YouTubers will definitely bite their teeth.

Violence is optional

MeinMMO: Hunting is part of the game, even though the focus is not on it. In an update, you mentioned that it’s important to you that hunting is a game element but handled respectfully. Is it theoretically possible to play the entire game without violence, without having to use a bow and arrow?

Nikolai Hilz: Yes, for two reasons: On one hand, you can avoid dangers; you can flee. Resources through hunting can also be purchased from merchants. On the other hand, we have these powder pouches, bags filled with powder, which are the non-aggressive variant. You can throw them to scare away wild animals. You can absolutely do a “non-violent playthrough.”

Alice Ruppert: That was a stretch goal in the Kickstarter – that there will be a peaceful mode or that you can do it. It is intended that people can complete it without having to kill animals.

MeinMMO: Is there a specific reason why this was important to you?

Alice Ruppert: It was important to our players. A request that came in often. Many people from the cozy game sector like the challenge but don’t want the stress and violence. That is a significant part of the players we want to address.

The respectful handling is also something that came from our experts. That was also a concern; it shouldn’t be the “Mongolian Murder Simulator.” It was important to handle it in a way that aligns with nomadic culture. Hunting is done for a purpose, not just for the sake of it. We were very inspired by what our advisors advised us.

MeinMMO: While we’re on the subject of non-violent gameplay: When the horses’ life bars run out, they are taken back to the stable. Will that remain the case at release, that horses cannot die, or will there be a mode where horses can actually die?

Alice Ruppert: To my knowledge, we have no plans to change that. It’s not something that is a mega request. Most people are rather glad that the horses cannot die. If we notice that there is a demand for a hardcore mode where horses can perish, that is generally a possibility. But so far it’s not been a priority.

Nikolai Hilz: That would make the game designers sweat when suddenly there are balancing issues because you no longer have horses in the middle and have to do everything on foot.

Alice Ruppert: That’s why it’s only an option if it’s really desired. We’re not adding it just for fun, as it could ruin many things. For now, it’s excluded.

The Legend of Khiimori horseback archery
You can also completely avoid violence in the game if you wish.

Realistic representation in focus

MeinMMO: Is there a real horse that particularly inspired you during development?

Adriano Nicolosi: Visually, I can’t contribute much. Of course, there was a lot of research with the Mongolian breeds. Our 3D artist has his own horse. The entire art department visited a stable and looked at the horse. We were able to make cool recordings of horse sounds, from horse noises to tack, saddles, and how it all sounds when moved. That was really cool for me and our sound designer.

MeinMMO: Do you have something very specific that you definitely wanted to do differently than other games with horses or mounts? Especially regarding animations and mechanics.

Alice Ruppert: It’s a question of what you compare it to. The more relevant comparisons are not necessarily other horse games but how horses are represented in games otherwise – in Zelda, Witcher, Ghost of Tsushima, for example. Where we stand out is in anatomy and animation. Horses are tricky to animate. And we still get feedback with improvement suggestions.

In many larger triple-A games, horse anatomy is often poorly implemented. I spend a lot of time analyzing this. Gross mistakes, like “How do horse legs work?” don’t happen with Khiimori. The other aspect is the mechanical level. There’s not just a speed upgrade.

In many games, the item “horse” could also be the item “power pants,” and you are three times faster. With us, the horse has needs, has to be taken care of, and there are different horses with different stats. That’s significantly more depth and mechanical relevance than in approximately 90% of all games with horses.

What I find extremely valuable are the many little behaviors. When I see how our horse eats grass and how its lip moves… I could watch that for an hour. You don’t see that elsewhere. Or that they scratch their ears with their hind legs, which looks super funny and what people without horse experience might never have seen.

It satisfies me to know that we can portray these quirks of horse behavior. For me, as a horse lover, those details make me really happy, and I could watch them for hours.


About future plans and multiplayer

MeinMMO: I have noticed this while playing, especially regarding reactions to different terrains or weather effects. Do you have any plans to introduce more biomes or weather effects or more influences on the horse?

Nikolai Hilz: We are more focused on deepening the biomes. Right now, you can only go so far into the desert or up the mountain. We are continuously expanding that. As for the weather, we have already covered a lot. When you are deeper in biomes like the snowy mountains, you experience longer snowstorms. We recently completely revamped the weather. It used to be very short and unpredictable in the alpha. Now we have real patterns.

Alice Ruppert: Regarding “which terrains can the horse traverse”: We added that the horses can also swim. That was requested a lot. It comes as an enhanced navigation mechanic with its own balances. Swimming requires a lot of stamina. I consider twice whether I want to swim through the lake or go around.

Do I have goods with me that shouldn’t get wet? Do I have enough food so that my horse can cross the river, or will I find a grassy area soon? Or do I go a few meters further, where there’s a bridge? This adds more route-planning strategic elements and a new way for the horse to interact with the terrain.

Adriano Nicolosi: Generally, there are still many stretch goals from the Kickstarter open. Fishing is still to come, falconry is still to come. These are things that are labor-intensive but further enrich the gameplay.

The Legend of Khiimori Screenshot camp scene
During camping, you can truly unwind.

MeinMMO: Exactly, you have that Trello board where interested players can follow the features you still want to introduce, including things you have initially declined. While playing, I often thought – and I don’t think I was alone in this – that it would actually also be a perfect game to experience with friends. You do have multiplayer but have excluded that for the time being. How did that decision come about?

Alice Ruppert: It’s a question of resources. There are two things. First: When planning this game in multiplayer, you double the testing effort. At the same time, adding multiplayer afterwards is planner-wise and technically unwise because you have to redo many things. It does not balance with any other player request we have on the table. We could run three or four more Kickstarter campaigns and not get the budget together.

There are still many smarter things that we can prioritize, where we and the players would benefit more. Multiplayer is not at the top of the list. The skill at Aesir is not the problem; we have the capabilities. But it’s a question of resources. If the game sells extremely well, we might also reconsider things that we have excluded. With multiplayer, you invest an enormous amount of technical work, which is extremely poorly visible for players. […]

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

Alice Ruppert: If someone knows him, let him know, we’ll take him.

Adriano Nicolosi: I was recently a lot with our composer for making-of stuff. It’s cool to see how he brings the whole game to life with instruments. I’ve already listened to this soundtrack many times – it never gets boring for me. I look forward to eventually holding the vinyl in my hand. Besides what Nikolai mentioned, it’s also incredibly beautiful to look at, and it delivers very authentic sounds. Especially in sound design. We also recorded real horses on different terrains.

Alice Ruppert: What could also be added is that the appeal and role of horses in the game is not just “you like them if you find horses cute,” but they have a deep mechanical significance.

The comparison is like this: The horses you can choose can be compared to your weapons in a shooter or cars in a racing game. You don’t take the Ferrari to drive over a mountain. You don’t take the shotgun to execute an assassination. The same applies to our horses. You have different animals with different strengths and skills that are trained differently. You breed improvements into them and train them.

Thus, the “horse variety” is not just “I think it’s cute,” but of very great mechanical importance. I have to choose my horses in such a way that they make sense strategically. I have to take the right horse to accomplish a certain mission or to traverse a certain terrain. I hope that even players who don’t care much about horses realize: “Ah wow, horses can vary like this.”

Of course, this is a gameplay decision of ours, but horses can also be extremely different and capable of different things in real life. This is inspired by real life, even though the stats cannot, of course, be directly transferred to real horses.

Nikolai Hilz: I can confirm that. You can develop empathy. That’s something you can’t really do with weapons and cars. With living beings, you develop empathy over time.

Adriano Nicolosi: That was also the feedback at Gamescom. From the press that isn’t in the horse business and from the general community. They mentioned: “Okay, cool, it doesn’t show completely ‘We are a horse game’ and that it’s all about that.” It plays an important role, but in that setting, it’s not quite so noticeable that you always have to do “horse things.”

Many were surprised: “You can breed horses, interesting. And I have to distribute my inventory in the saddlebags to maintain balance because I am a yam courier and have to ensure that the goods arrive safely.” You’re always depending on getting through the terrain well.


Those who want a pretty mount must work for it

MeinMMO: I was wondering if people who aren’t great with numbers can simply choose a horse they find visually appealing, or is it important to also do some min-maxing?

Alice Ruppert: You do have to optimize a bit, as you can’t do everything with every horse. Accordingly, it’s not enough just to choose the prettiest horse. Let’s put it this way: Those who place a great value on the aesthetics of the horses must specifically breed for that appearance in combination with the desired stats. So, it’s indeed a part of the gameplay to connect aesthetics and abilities.

I would also find it very unfortunate if someone could simply take any horse and master all the difficult missions and terrains. I believe we’d receive negative reviews because player decisions would have no impact.

Nikolai Hilz: Yes, exactly. Conversely, I would actually find it very cool if people role-play and say: “I would like this specific look, but I have this and that challenge ahead of me, so I will breed horses until I achieve that goal.” I would be very pleased. Theoretically, you could also say: “No, it has to be this horse; that’s my absolute favorite horse, and I do everything with it.”

Then one must collect a lot, craft, and build accordingly around it. But in the end, you might have a very rewarding story because you can say: “I did everything to ensure that this horse and I can experience our adventures together, and it was worth the effort.” I think the systems are set up for that.

Alice Ruppert: On such a special challenge run – completing the entire game with a specific, underpowered horse – players and YouTubers will definitely bite their teeth.

Violence is optional

MeinMMO: Hunting is part of the game, even though the focus is not on it. In an update, you mentioned that it’s important to you that hunting is a game element but handled respectfully. Is it theoretically possible to play the entire game without violence, without having to use a bow and arrow?

Nikolai Hilz: Yes, for two reasons: On one hand, you can avoid dangers; you can flee. Resources through hunting can also be purchased from merchants. On the other hand, we have these powder pouches, bags filled with powder, which are the non-aggressive variant. You can throw them to scare away wild animals. You can absolutely do a “non-violent playthrough.”

Alice Ruppert: That was a stretch goal in the Kickstarter – that there will be a peaceful mode or that you can do it. It is intended that people can complete it without having to kill animals.

MeinMMO: Is there a specific reason why this was important to you?

Alice Ruppert: It was important to our players. A request that came in often. Many people from the cozy game sector like the challenge but don’t want the stress and violence. That is a significant part of the players we want to address.

The respectful handling is also something that came from our experts. That was also a concern; it shouldn’t be the “Mongolian Murder Simulator.” It was important to handle it in a way that aligns with nomadic culture. Hunting is done for a purpose, not just for the sake of it. We were very inspired by what our advisors advised us.

MeinMMO: While we’re on the subject of non-violent gameplay: When the horses’ life bars run out, they are taken back to the stable. Will that remain the case at release, that horses cannot die, or will there be a mode where horses can actually die?

Alice Ruppert: To my knowledge, we have no plans to change that. It’s not something that is a mega request. Most people are rather glad that the horses cannot die. If we notice that there is a demand for a hardcore mode where horses can perish, that is generally a possibility. But so far it’s not been a priority.

Nikolai Hilz: That would make the game designers sweat when suddenly there are balancing issues because you no longer have horses in the middle and have to do everything on foot.

Alice Ruppert: That’s why it’s only an option if it’s really desired. We’re not adding it just for fun, as it could ruin many things. For now, it’s excluded.

The Legend of Khiimori horseback archery
You can also completely avoid violence in the game if you wish.

Realistic representation in focus

MeinMMO: Is there a real horse that particularly inspired you during development?

Adriano Nicolosi: Visually, I can’t contribute much. Of course, there was a lot of research with the Mongolian breeds. Our 3D artist has his own horse. The entire art department visited a stable and looked at the horse. We were able to make cool recordings of horse sounds, from horse noises to tack, saddles, and how it all sounds when moved. That was really cool for me and our sound designer.

MeinMMO: Do you have something very specific that you definitely wanted to do differently than other games with horses or mounts? Especially regarding animations and mechanics.

Alice Ruppert: It’s a question of what you compare it to. The more relevant comparisons are not necessarily other horse games but how horses are represented in games otherwise – in Zelda, Witcher, Ghost of Tsushima, for example. Where we stand out is in anatomy and animation. Horses are tricky to animate. And we still get feedback with improvement suggestions.

In many larger triple-A games, horse anatomy is often poorly implemented. I spend a lot of time analyzing this. Gross mistakes, like “How do horse legs work?” don’t happen with Khiimori. The other aspect is the mechanical level. There’s not just a speed upgrade.

In many games, the item “horse” could also be the item “power pants,” and you are three times faster. With us, the horse has needs, has to be taken care of, and there are different horses with different stats. That’s significantly more depth and mechanical relevance than in approximately 90% of all games with horses.

What I find extremely valuable are the many little behaviors. When I see how our horse eats grass and how its lip moves… I could watch that for an hour. You don’t see that elsewhere. Or that they scratch their ears with their hind legs, which looks super funny and what people without horse experience might never have seen.

It satisfies me to know that we can portray these quirks of horse behavior. For me, as a horse lover, those details make me really happy, and I could watch them for hours.


About future plans and multiplayer

MeinMMO: I have noticed this while playing, especially regarding reactions to different terrains or weather effects. Do you have any plans to introduce more biomes or weather effects or more influences on the horse?

Nikolai Hilz: We are more focused on deepening the biomes. Right now, you can only go so far into the desert or up the mountain. We are continuously expanding that. As for the weather, we have already covered a lot. When you are deeper in biomes like the snowy mountains, you experience longer snowstorms. We recently completely revamped the weather. It used to be very short and unpredictable in the alpha. Now we have real patterns.

Alice Ruppert: Regarding “which terrains can the horse traverse”: We added that the horses can also swim. That was requested a lot. It comes as an enhanced navigation mechanic with its own balances. Swimming requires a lot of stamina. I consider twice whether I want to swim through the lake or go around.

Do I have goods with me that shouldn’t get wet? Do I have enough food so that my horse can cross the river, or will I find a grassy area soon? Or do I go a few meters further, where there’s a bridge? This adds more route-planning strategic elements and a new way for the horse to interact with the terrain.

Adriano Nicolosi: Generally, there are still many stretch goals from the Kickstarter open. Fishing is still to come, falconry is still to come. These are things that are labor-intensive but further enrich the gameplay.

The Legend of Khiimori Screenshot camp scene
During camping, you can truly unwind.

MeinMMO: Exactly, you have that Trello board where interested players can follow the features you still want to introduce, including things you have initially declined. While playing, I often thought – and I don’t think I was alone in this – that it would actually also be a perfect game to experience with friends. You do have multiplayer but have excluded that for the time being. How did that decision come about?

Alice Ruppert: It’s a question of resources. There are two things. First: When planning this game in multiplayer, you double the testing effort. At the same time, adding multiplayer afterwards is planner-wise and technically unwise because you have to redo many things. It does not balance with any other player request we have on the table. We could run three or four more Kickstarter campaigns and not get the budget together.

There are still many smarter things that we can prioritize, where we and the players would benefit more. Multiplayer is not at the top of the list. The skill at Aesir is not the problem; we have the capabilities. But it’s a question of resources. If the game sells extremely well, we might also reconsider things that we have excluded. With multiplayer, you invest an enormous amount of technical work, which is extremely poorly visible for players. […]

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

Alice Ruppert: On such a special challenge run – completing the entire game with a specific, underpowered horse – players and YouTubers will definitely bite their teeth.

Violence is optional

MeinMMO: Hunting is part of the game, even though the focus is not on it. In an update, you mentioned that it’s important to you that hunting is a game element but handled respectfully. Is it theoretically possible to play the entire game without violence, without having to use a bow and arrow?

Nikolai Hilz: Yes, for two reasons: On one hand, you can avoid dangers; you can flee. Resources through hunting can also be purchased from merchants. On the other hand, we have these powder pouches, bags filled with powder, which are the non-aggressive variant. You can throw them to scare away wild animals. You can absolutely do a “non-violent playthrough.”

Alice Ruppert: That was a stretch goal in the Kickstarter – that there will be a peaceful mode or that you can do it. It is intended that people can complete it without having to kill animals.

MeinMMO: Is there a specific reason why this was important to you?

Alice Ruppert: It was important to our players. A request that came in often. Many people from the cozy game sector like the challenge but don’t want the stress and violence. That is a significant part of the players we want to address.

The respectful handling is also something that came from our experts. That was also a concern; it shouldn’t be the “Mongolian Murder Simulator.” It was important to handle it in a way that aligns with nomadic culture. Hunting is done for a purpose, not just for the sake of it. We were very inspired by what our advisors advised us.

MeinMMO: While we’re on the subject of non-violent gameplay: When the horses’ life bars run out, they are taken back to the stable. Will that remain the case at release, that horses cannot die, or will there be a mode where horses can actually die?

Alice Ruppert: To my knowledge, we have no plans to change that. It’s not something that is a mega request. Most people are rather glad that the horses cannot die. If we notice that there is a demand for a hardcore mode where horses can perish, that is generally a possibility. But so far it’s not been a priority.

Nikolai Hilz: That would make the game designers sweat when suddenly there are balancing issues because you no longer have horses in the middle and have to do everything on foot.

Alice Ruppert: That’s why it’s only an option if it’s really desired. We’re not adding it just for fun, as it could ruin many things. For now, it’s excluded.

The Legend of Khiimori horseback archery
You can also completely avoid violence in the game if you wish.

Realistic representation in focus

MeinMMO: Is there a real horse that particularly inspired you during development?

Adriano Nicolosi: Visually, I can’t contribute much. Of course, there was a lot of research with the Mongolian breeds. Our 3D artist has his own horse. The entire art department visited a stable and looked at the horse. We were able to make cool recordings of horse sounds, from horse noises to tack, saddles, and how it all sounds when moved. That was really cool for me and our sound designer.

MeinMMO: Do you have something very specific that you definitely wanted to do differently than other games with horses or mounts? Especially regarding animations and mechanics.

Alice Ruppert: It’s a question of what you compare it to. The more relevant comparisons are not necessarily other horse games but how horses are represented in games otherwise – in Zelda, Witcher, Ghost of Tsushima, for example. Where we stand out is in anatomy and animation. Horses are tricky to animate. And we still get feedback with improvement suggestions.

In many larger triple-A games, horse anatomy is often poorly implemented. I spend a lot of time analyzing this. Gross mistakes, like “How do horse legs work?” don’t happen with Khiimori. The other aspect is the mechanical level. There’s not just a speed upgrade.

In many games, the item “horse” could also be the item “power pants,” and you are three times faster. With us, the horse has needs, has to be taken care of, and there are different horses with different stats. That’s significantly more depth and mechanical relevance than in approximately 90% of all games with horses.

What I find extremely valuable are the many little behaviors. When I see how our horse eats grass and how its lip moves… I could watch that for an hour. You don’t see that elsewhere. Or that they scratch their ears with their hind legs, which looks super funny and what people without horse experience might never have seen.

It satisfies me to know that we can portray these quirks of horse behavior. For me, as a horse lover, those details make me really happy, and I could watch them for hours.


About future plans and multiplayer

MeinMMO: I have noticed this while playing, especially regarding reactions to different terrains or weather effects. Do you have any plans to introduce more biomes or weather effects or more influences on the horse?

Nikolai Hilz: We are more focused on deepening the biomes. Right now, you can only go so far into the desert or up the mountain. We are continuously expanding that. As for the weather, we have already covered a lot. When you are deeper in biomes like the snowy mountains, you experience longer snowstorms. We recently completely revamped the weather. It used to be very short and unpredictable in the alpha. Now we have real patterns.

Alice Ruppert: Regarding “which terrains can the horse traverse”: We added that the horses can also swim. That was requested a lot. It comes as an enhanced navigation mechanic with its own balances. Swimming requires a lot of stamina. I consider twice whether I want to swim through the lake or go around.

Do I have goods with me that shouldn’t get wet? Do I have enough food so that my horse can cross the river, or will I find a grassy area soon? Or do I go a few meters further, where there’s a bridge? This adds more route-planning strategic elements and a new way for the horse to interact with the terrain.

Adriano Nicolosi: Generally, there are still many stretch goals from the Kickstarter open. Fishing is still to come, falconry is still to come. These are things that are labor-intensive but further enrich the gameplay.

The Legend of Khiimori Screenshot camp scene
During camping, you can truly unwind.

MeinMMO: Exactly, you have that Trello board where interested players can follow the features you still want to introduce, including things you have initially declined. While playing, I often thought – and I don’t think I was alone in this – that it would actually also be a perfect game to experience with friends. You do have multiplayer but have excluded that for the time being. How did that decision come about?

Alice Ruppert: It’s a question of resources. There are two things. First: When planning this game in multiplayer, you double the testing effort. At the same time, adding multiplayer afterwards is planner-wise and technically unwise because you have to redo many things. It does not balance with any other player request we have on the table. We could run three or four more Kickstarter campaigns and not get the budget together.

There are still many smarter things that we can prioritize, where we and the players would benefit more. Multiplayer is not at the top of the list. The skill at Aesir is not the problem; we have the capabilities. But it’s a question of resources. If the game sells extremely well, we might also reconsider things that we have excluded. With multiplayer, you invest an enormous amount of technical work, which is extremely poorly visible for players. […]

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

Alice Ruppert: If someone knows him, let him know, we’ll take him.

Adriano Nicolosi: I was recently a lot with our composer for making-of stuff. It’s cool to see how he brings the whole game to life with instruments. I’ve already listened to this soundtrack many times – it never gets boring for me. I look forward to eventually holding the vinyl in my hand. Besides what Nikolai mentioned, it’s also incredibly beautiful to look at, and it delivers very authentic sounds. Especially in sound design. We also recorded real horses on different terrains.

Alice Ruppert: What could also be added is that the appeal and role of horses in the game is not just “you like them if you find horses cute,” but they have a deep mechanical significance.

The comparison is like this: The horses you can choose can be compared to your weapons in a shooter or cars in a racing game. You don’t take the Ferrari to drive over a mountain. You don’t take the shotgun to execute an assassination. The same applies to our horses. You have different animals with different strengths and skills that are trained differently. You breed improvements into them and train them.

Thus, the “horse variety” is not just “I think it’s cute,” but of very great mechanical importance. I have to choose my horses in such a way that they make sense strategically. I have to take the right horse to accomplish a certain mission or to traverse a certain terrain. I hope that even players who don’t care much about horses realize: “Ah wow, horses can vary like this.”

Of course, this is a gameplay decision of ours, but horses can also be extremely different and capable of different things in real life. This is inspired by real life, even though the stats cannot, of course, be directly transferred to real horses.

Nikolai Hilz: I can confirm that. You can develop empathy. That’s something you can’t really do with weapons and cars. With living beings, you develop empathy over time.

Adriano Nicolosi: That was also the feedback at Gamescom. From the press that isn’t in the horse business and from the general community. They mentioned: “Okay, cool, it doesn’t show completely ‘We are a horse game’ and that it’s all about that.” It plays an important role, but in that setting, it’s not quite so noticeable that you always have to do “horse things.”

Many were surprised: “You can breed horses, interesting. And I have to distribute my inventory in the saddlebags to maintain balance because I am a yam courier and have to ensure that the goods arrive safely.” You’re always depending on getting through the terrain well.


Those who want a pretty mount must work for it

MeinMMO: I was wondering if people who aren’t great with numbers can simply choose a horse they find visually appealing, or is it important to also do some min-maxing?

Alice Ruppert: You do have to optimize a bit, as you can’t do everything with every horse. Accordingly, it’s not enough just to choose the prettiest horse. Let’s put it this way: Those who place a great value on the aesthetics of the horses must specifically breed for that appearance in combination with the desired stats. So, it’s indeed a part of the gameplay to connect aesthetics and abilities.

I would also find it very unfortunate if someone could simply take any horse and master all the difficult missions and terrains. I believe we’d receive negative reviews because player decisions would have no impact.

Nikolai Hilz: Yes, exactly. Conversely, I would actually find it very cool if people role-play and say: “I would like this specific look, but I have this and that challenge ahead of me, so I will breed horses until I achieve that goal.” I would be very pleased. Theoretically, you could also say: “No, it has to be this horse; that’s my absolute favorite horse, and I do everything with it.”

Then one must collect a lot, craft, and build accordingly around it. But in the end, you might have a very rewarding story because you can say: “I did everything to ensure that this horse and I can experience our adventures together, and it was worth the effort.” I think the systems are set up for that.

Alice Ruppert: On such a special challenge run – completing the entire game with a specific, underpowered horse – players and YouTubers will definitely bite their teeth.

Violence is optional

MeinMMO: Hunting is part of the game, even though the focus is not on it. In an update, you mentioned that it’s important to you that hunting is a game element but handled respectfully. Is it theoretically possible to play the entire game without violence, without having to use a bow and arrow?

Nikolai Hilz: Yes, for two reasons: On one hand, you can avoid dangers; you can flee. Resources through hunting can also be purchased from merchants. On the other hand, we have these powder pouches, bags filled with powder, which are the non-aggressive variant. You can throw them to scare away wild animals. You can absolutely do a “non-violent playthrough.”

Alice Ruppert: That was a stretch goal in the Kickstarter – that there will be a peaceful mode or that you can do it. It is intended that people can complete it without having to kill animals.

MeinMMO: Is there a specific reason why this was important to you?

Alice Ruppert: It was important to our players. A request that came in often. Many people from the cozy game sector like the challenge but don’t want the stress and violence. That is a significant part of the players we want to address.

The respectful handling is also something that came from our experts. That was also a concern; it shouldn’t be the “Mongolian Murder Simulator.” It was important to handle it in a way that aligns with nomadic culture. Hunting is done for a purpose, not just for the sake of it. We were very inspired by what our advisors advised us.

MeinMMO: While we’re on the subject of non-violent gameplay: When the horses’ life bars run out, they are taken back to the stable. Will that remain the case at release, that horses cannot die, or will there be a mode where horses can actually die?

Alice Ruppert: To my knowledge, we have no plans to change that. It’s not something that is a mega request. Most people are rather glad that the horses cannot die. If we notice that there is a demand for a hardcore mode where horses can perish, that is generally a possibility. But so far it’s not been a priority.

Nikolai Hilz: That would make the game designers sweat when suddenly there are balancing issues because you no longer have horses in the middle and have to do everything on foot.

Alice Ruppert: That’s why it’s only an option if it’s really desired. We’re not adding it just for fun, as it could ruin many things. For now, it’s excluded.

The Legend of Khiimori horseback archery
You can also completely avoid violence in the game if you wish.

Realistic representation in focus

MeinMMO: Is there a real horse that particularly inspired you during development?

Adriano Nicolosi: Visually, I can’t contribute much. Of course, there was a lot of research with the Mongolian breeds. Our 3D artist has his own horse. The entire art department visited a stable and looked at the horse. We were able to make cool recordings of horse sounds, from horse noises to tack, saddles, and how it all sounds when moved. That was really cool for me and our sound designer.

MeinMMO: Do you have something very specific that you definitely wanted to do differently than other games with horses or mounts? Especially regarding animations and mechanics.

Alice Ruppert: It’s a question of what you compare it to. The more relevant comparisons are not necessarily other horse games but how horses are represented in games otherwise – in Zelda, Witcher, Ghost of Tsushima, for example. Where we stand out is in anatomy and animation. Horses are tricky to animate. And we still get feedback with improvement suggestions.

In many larger triple-A games, horse anatomy is often poorly implemented. I spend a lot of time analyzing this. Gross mistakes, like “How do horse legs work?” don’t happen with Khiimori. The other aspect is the mechanical level. There’s not just a speed upgrade.

In many games, the item “horse” could also be the item “power pants,” and you are three times faster. With us, the horse has needs, has to be taken care of, and there are different horses with different stats. That’s significantly more depth and mechanical relevance than in approximately 90% of all games with horses.

What I find extremely valuable are the many little behaviors. When I see how our horse eats grass and how its lip moves… I could watch that for an hour. You don’t see that elsewhere. Or that they scratch their ears with their hind legs, which looks super funny and what people without horse experience might never have seen.

It satisfies me to know that we can portray these quirks of horse behavior. For me, as a horse lover, those details make me really happy, and I could watch them for hours.


About future plans and multiplayer

MeinMMO: I have noticed this while playing, especially regarding reactions to different terrains or weather effects. Do you have any plans to introduce more biomes or weather effects or more influences on the horse?

Nikolai Hilz: We are more focused on deepening the biomes. Right now, you can only go so far into the desert or up the mountain. We are continuously expanding that. As for the weather, we have already covered a lot. When you are deeper in biomes like the snowy mountains, you experience longer snowstorms. We recently completely revamped the weather. It used to be very short and unpredictable in the alpha. Now we have real patterns.

Alice Ruppert: Regarding “which terrains can the horse traverse”: We added that the horses can also swim. That was requested a lot. It comes as an enhanced navigation mechanic with its own balances. Swimming requires a lot of stamina. I consider twice whether I want to swim through the lake or go around.

Do I have goods with me that shouldn’t get wet? Do I have enough food so that my horse can cross the river, or will I find a grassy area soon? Or do I go a few meters further, where there’s a bridge? This adds more route-planning strategic elements and a new way for the horse to interact with the terrain.

Adriano Nicolosi: Generally, there are still many stretch goals from the Kickstarter open. Fishing is still to come, falconry is still to come. These are things that are labor-intensive but further enrich the gameplay.

The Legend of Khiimori Screenshot camp scene
During camping, you can truly unwind.

MeinMMO: Exactly, you have that Trello board where interested players can follow the features you still want to introduce, including things you have initially declined. While playing, I often thought – and I don’t think I was alone in this – that it would actually also be a perfect game to experience with friends. You do have multiplayer but have excluded that for the time being. How did that decision come about?

Alice Ruppert: It’s a question of resources. There are two things. First: When planning this game in multiplayer, you double the testing effort. At the same time, adding multiplayer afterwards is planner-wise and technically unwise because you have to redo many things. It does not balance with any other player request we have on the table. We could run three or four more Kickstarter campaigns and not get the budget together.

There are still many smarter things that we can prioritize, where we and the players would benefit more. Multiplayer is not at the top of the list. The skill at Aesir is not the problem; we have the capabilities. But it’s a question of resources. If the game sells extremely well, we might also reconsider things that we have excluded. With multiplayer, you invest an enormous amount of technical work, which is extremely poorly visible for players. […]

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

With The Legend of Khiimori a new adventure with open world is launching on Steam. The focus is on horses and Mongolian culture – but there is much more behind it. We spoke to the developers in an interview about what makes their game exciting even for horse haters.

What kind of game is this? The Legend of Khiimori is a new open-world game with survival elements by Aesir Interactive, set to be released in early access on Steam on March 3, 2026. You take on the role of the Mongolian courier Naara in the 13th century and travel through vast, rugged landscapes.

Your horses are at the center, requiring regular feeding, care, and training. At the same time, you deliver valuable goods, craft equipment, build a network, and explore different biomes. A story is also planned but will only be available later, not at early access.

We asked the developers in our interview what makes the adventure exciting even for players who usually don’t care much about horses. We sat down with the following developers:

  • Alice Ruppert – Consultant for Marketing and Horse Accuracy
  • Nikolai Hilz – Game Narrative Designer
  • Adriano Nicolosi – Communications Manager

An ambitious horse game – also for non-horse fans

MeinMMO: On March 3rd, you will start early access with The Legend of Khiimori, focusing primarily on a system-driven approach that emphasizes gameplay rather than story. However, there is supposed to be a story that players can follow, although it won’t be part of the early access. Will the focus still be on the game system at the time of release?

Alice Ruppert: It would be wrong to claim that we say, “Upon release, it will completely turn around and suddenly be a narrative-driven game.” That’s not going to happen. We want to offer players something narratively, but it will primarily remain this “system-driven experience.” The aspect where the game can impress lies in these self-written stories. Each player’s story will be different. Someone might say: “I tried to do this, this happened, then I was attacked by a bear, had to run away, but after that, my horse was in a bad mood because it was scared.” These stories emerge organically from the gameplay. There will be a main quest added at full release, but we won’t remove the systems because of that. It will not suddenly meet triple-A storytelling standards. It would have to be very successful in early access for us to suddenly be able to introduce Baldur’s Gate-style cutscenes.

MeinMMO: So you’re saying the game primarily lives off the system rather than the story itself?

Adriano Nicolosi: Definitely, absolutely. We have Nikolai, who also contributes to writing as a narrative designer. I believe you would be truly happy if someone said: “Hey, write a really cool, emotional story with deep character talks and character development.” But as Alice said: The focus is initially completely on the release. Then we have to see how well it sells. We are still “Single A.” We are far from triple A and actually also from double A. If it sells well enough for us to continue working on it for many years and the community really wants it, that might be an option. But that is not the next focus point after early access release.

The Legend of Khiimori Screenshot Open World
The open world places you in the Mongolia of the 13th century.

MeinMMO: That fits well into the next question. How did you come up with the idea of developing a game where horses are so prominently featured? What was important to you? Which target audience did you want to address?

Alice Ruppert: I can start. I was the only one in this call who was involved from the beginning during the concept phase and had the lead on the project. It was clear that Aesir would have another horse game or a horse-focused game. Aesir has built some expertise and trust in this target audience through the two Ostwind games and Horse Tales.

[…] It was clear from the beginning: There will be another horse game. The question was more: What kind?

We went through several variations of concepts. In the early concept phase, we initially worked towards a modern setting and a rather typical story for a horse game. After a few months of concept brainstorming, we decided to do something different. Among other things, because I realized there is a certain fatigue in the target group. While it is still largely underrepresented – many would gladly accept a well-executed, modern horse game – I also noticed that there is a need for something fresh that is not: “You inherited the old farm and need to rebuild it.”

We wanted to create a different setting that Aesir can handle – which is far from triple A, but still one of the biggest players in this horse game market – and tackle that well. The decision was not “Are we making another horse game?” but “What kind of horse game has the most potential?” That led to the decision: Historical setting in Mongolia. We saw Mongolia as a place and this era as a time in history that is extremely well suited for horse-oriented gameplay. That leads to the second part of your question, the target audience.

We believe in this horse game target audience, but we also knew: If this thing is to be really successful, it would be good to break out of this niche target audience a bit. We can achieve that through the historical setting. Some people have called it “Death Stranding but Horses.” That’s an ambitious comparison; we would not necessarily make it ourselves, but it is more interesting to people than simply: “You save the farm by winning the tournament.”

The choice of setting is a very conscious decision to give horse game lovers everything they want – this very horse-oriented gameplay – while simultaneously expanding the target audience to people who, for example, really enjoy historical triple-A open-world games like Red Dead or Ghost of Tsushima. We might lose certain players who play it for the combat, but that’s certainly not all. There are many people for whom open-world exploration and fun are not dependent on having as many fights as possible, but it’s about discovery and travel.


Horses are more than just riding animals

MeinMMO: What would you say are the most exciting aspects of The Legend of Khiimori for non-horse fans?

Nikolai Hilz: Without revealing too much about myself: I don’t own a horse. Hence, I might be able to answer this well. You already mentioned Death Stranding, Alice. One part is very similar, and that is this courier gameplay. I personally find that very exciting: You are rebuilding this historical, famous yam network. You connect people, deliver things, and that ties into the terrain and environment. This world was relatively dangerous just because of the terrain and weather.

Then there are wild animals involved. This adds a challenge to think about: When do I deliver what to whom, and which route do I choose? If there is that kind of challenge – in planning, preparing, and execution – that appeals to me as a player. The other is this open-world exploration. It’s a super cool setting. I think the game looks incredibly beautiful. I give a lot of kudos to our artists. I often stop, look around, and think: Wow. Those are the two or three things that can appeal to every player.

Adriano Nicolosi: Especially right before the release, we also announced a lot. Spirit Combat has also been revealed. It’s fun to immerse yourself in a world that you haven’t really seen in games before. Especially all the assets, the gears, and how the people are dressed.

You also learn a bit – even if there is no deep story – through the normal conversations and quests many Mongolian terms. It’s enjoyable to have a feeling of always discovering something new. Even though there’s no cinematic groundbreaking event like in Death Stranding, where a Mads Mikkelsen doesn’t suddenly appear.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

Alice Ruppert: On such a special challenge run – completing the entire game with a specific, underpowered horse – players and YouTubers will definitely bite their teeth.

Violence is optional

MeinMMO: Hunting is part of the game, even though the focus is not on it. In an update, you mentioned that it’s important to you that hunting is a game element but handled respectfully. Is it theoretically possible to play the entire game without violence, without having to use a bow and arrow?

Nikolai Hilz: Yes, for two reasons: On one hand, you can avoid dangers; you can flee. Resources through hunting can also be purchased from merchants. On the other hand, we have these powder pouches, bags filled with powder, which are the non-aggressive variant. You can throw them to scare away wild animals. You can absolutely do a “non-violent playthrough.”

Alice Ruppert: That was a stretch goal in the Kickstarter – that there will be a peaceful mode or that you can do it. It is intended that people can complete it without having to kill animals.

MeinMMO: Is there a specific reason why this was important to you?

Alice Ruppert: It was important to our players. A request that came in often. Many people from the cozy game sector like the challenge but don’t want the stress and violence. That is a significant part of the players we want to address.

The respectful handling is also something that came from our experts. That was also a concern; it shouldn’t be the “Mongolian Murder Simulator.” It was important to handle it in a way that aligns with nomadic culture. Hunting is done for a purpose, not just for the sake of it. We were very inspired by what our advisors advised us.

MeinMMO: While we’re on the subject of non-violent gameplay: When the horses’ life bars run out, they are taken back to the stable. Will that remain the case at release, that horses cannot die, or will there be a mode where horses can actually die?

Alice Ruppert: To my knowledge, we have no plans to change that. It’s not something that is a mega request. Most people are rather glad that the horses cannot die. If we notice that there is a demand for a hardcore mode where horses can perish, that is generally a possibility. But so far it’s not been a priority.

Nikolai Hilz: That would make the game designers sweat when suddenly there are balancing issues because you no longer have horses in the middle and have to do everything on foot.

Alice Ruppert: That’s why it’s only an option if it’s really desired. We’re not adding it just for fun, as it could ruin many things. For now, it’s excluded.

The Legend of Khiimori horseback archery
You can also completely avoid violence in the game if you wish.

Realistic representation in focus

MeinMMO: Is there a real horse that particularly inspired you during development?

Adriano Nicolosi: Visually, I can’t contribute much. Of course, there was a lot of research with the Mongolian breeds. Our 3D artist has his own horse. The entire art department visited a stable and looked at the horse. We were able to make cool recordings of horse sounds, from horse noises to tack, saddles, and how it all sounds when moved. That was really cool for me and our sound designer.

MeinMMO: Do you have something very specific that you definitely wanted to do differently than other games with horses or mounts? Especially regarding animations and mechanics.

Alice Ruppert: It’s a question of what you compare it to. The more relevant comparisons are not necessarily other horse games but how horses are represented in games otherwise – in Zelda, Witcher, Ghost of Tsushima, for example. Where we stand out is in anatomy and animation. Horses are tricky to animate. And we still get feedback with improvement suggestions.

In many larger triple-A games, horse anatomy is often poorly implemented. I spend a lot of time analyzing this. Gross mistakes, like “How do horse legs work?” don’t happen with Khiimori. The other aspect is the mechanical level. There’s not just a speed upgrade.

In many games, the item “horse” could also be the item “power pants,” and you are three times faster. With us, the horse has needs, has to be taken care of, and there are different horses with different stats. That’s significantly more depth and mechanical relevance than in approximately 90% of all games with horses.

What I find extremely valuable are the many little behaviors. When I see how our horse eats grass and how its lip moves… I could watch that for an hour. You don’t see that elsewhere. Or that they scratch their ears with their hind legs, which looks super funny and what people without horse experience might never have seen.

It satisfies me to know that we can portray these quirks of horse behavior. For me, as a horse lover, those details make me really happy, and I could watch them for hours.


About future plans and multiplayer

MeinMMO: I have noticed this while playing, especially regarding reactions to different terrains or weather effects. Do you have any plans to introduce more biomes or weather effects or more influences on the horse?

Nikolai Hilz: We are more focused on deepening the biomes. Right now, you can only go so far into the desert or up the mountain. We are continuously expanding that. As for the weather, we have already covered a lot. When you are deeper in biomes like the snowy mountains, you experience longer snowstorms. We recently completely revamped the weather. It used to be very short and unpredictable in the alpha. Now we have real patterns.

Alice Ruppert: Regarding “which terrains can the horse traverse”: We added that the horses can also swim. That was requested a lot. It comes as an enhanced navigation mechanic with its own balances. Swimming requires a lot of stamina. I consider twice whether I want to swim through the lake or go around.

Do I have goods with me that shouldn’t get wet? Do I have enough food so that my horse can cross the river, or will I find a grassy area soon? Or do I go a few meters further, where there’s a bridge? This adds more route-planning strategic elements and a new way for the horse to interact with the terrain.

Adriano Nicolosi: Generally, there are still many stretch goals from the Kickstarter open. Fishing is still to come, falconry is still to come. These are things that are labor-intensive but further enrich the gameplay.

The Legend of Khiimori Screenshot camp scene
During camping, you can truly unwind.

MeinMMO: Exactly, you have that Trello board where interested players can follow the features you still want to introduce, including things you have initially declined. While playing, I often thought – and I don’t think I was alone in this – that it would actually also be a perfect game to experience with friends. You do have multiplayer but have excluded that for the time being. How did that decision come about?

Alice Ruppert: It’s a question of resources. There are two things. First: When planning this game in multiplayer, you double the testing effort. At the same time, adding multiplayer afterwards is planner-wise and technically unwise because you have to redo many things. It does not balance with any other player request we have on the table. We could run three or four more Kickstarter campaigns and not get the budget together.

There are still many smarter things that we can prioritize, where we and the players would benefit more. Multiplayer is not at the top of the list. The skill at Aesir is not the problem; we have the capabilities. But it’s a question of resources. If the game sells extremely well, we might also reconsider things that we have excluded. With multiplayer, you invest an enormous amount of technical work, which is extremely poorly visible for players. […]

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

Alice Ruppert: If someone knows him, let him know, we’ll take him.

Adriano Nicolosi: I was recently a lot with our composer for making-of stuff. It’s cool to see how he brings the whole game to life with instruments. I’ve already listened to this soundtrack many times – it never gets boring for me. I look forward to eventually holding the vinyl in my hand. Besides what Nikolai mentioned, it’s also incredibly beautiful to look at, and it delivers very authentic sounds. Especially in sound design. We also recorded real horses on different terrains.

Alice Ruppert: What could also be added is that the appeal and role of horses in the game is not just “you like them if you find horses cute,” but they have a deep mechanical significance.

The comparison is like this: The horses you can choose can be compared to your weapons in a shooter or cars in a racing game. You don’t take the Ferrari to drive over a mountain. You don’t take the shotgun to execute an assassination. The same applies to our horses. You have different animals with different strengths and skills that are trained differently. You breed improvements into them and train them.

Thus, the “horse variety” is not just “I think it’s cute,” but of very great mechanical importance. I have to choose my horses in such a way that they make sense strategically. I have to take the right horse to accomplish a certain mission or to traverse a certain terrain. I hope that even players who don’t care much about horses realize: “Ah wow, horses can vary like this.”

Of course, this is a gameplay decision of ours, but horses can also be extremely different and capable of different things in real life. This is inspired by real life, even though the stats cannot, of course, be directly transferred to real horses.

Nikolai Hilz: I can confirm that. You can develop empathy. That’s something you can’t really do with weapons and cars. With living beings, you develop empathy over time.

Adriano Nicolosi: That was also the feedback at Gamescom. From the press that isn’t in the horse business and from the general community. They mentioned: “Okay, cool, it doesn’t show completely ‘We are a horse game’ and that it’s all about that.” It plays an important role, but in that setting, it’s not quite so noticeable that you always have to do “horse things.”

Many were surprised: “You can breed horses, interesting. And I have to distribute my inventory in the saddlebags to maintain balance because I am a yam courier and have to ensure that the goods arrive safely.” You’re always depending on getting through the terrain well.


Those who want a pretty mount must work for it

MeinMMO: I was wondering if people who aren’t great with numbers can simply choose a horse they find visually appealing, or is it important to also do some min-maxing?

Alice Ruppert: You do have to optimize a bit, as you can’t do everything with every horse. Accordingly, it’s not enough just to choose the prettiest horse. Let’s put it this way: Those who place a great value on the aesthetics of the horses must specifically breed for that appearance in combination with the desired stats. So, it’s indeed a part of the gameplay to connect aesthetics and abilities.

I would also find it very unfortunate if someone could simply take any horse and master all the difficult missions and terrains. I believe we’d receive negative reviews because player decisions would have no impact.

Nikolai Hilz: Yes, exactly. Conversely, I would actually find it very cool if people role-play and say: “I would like this specific look, but I have this and that challenge ahead of me, so I will breed horses until I achieve that goal.” I would be very pleased. Theoretically, you could also say: “No, it has to be this horse; that’s my absolute favorite horse, and I do everything with it.”

Then one must collect a lot, craft, and build accordingly around it. But in the end, you might have a very rewarding story because you can say: “I did everything to ensure that this horse and I can experience our adventures together, and it was worth the effort.” I think the systems are set up for that.

Alice Ruppert: On such a special challenge run – completing the entire game with a specific, underpowered horse – players and YouTubers will definitely bite their teeth.

Violence is optional

MeinMMO: Hunting is part of the game, even though the focus is not on it. In an update, you mentioned that it’s important to you that hunting is a game element but handled respectfully. Is it theoretically possible to play the entire game without violence, without having to use a bow and arrow?

Nikolai Hilz: Yes, for two reasons: On one hand, you can avoid dangers; you can flee. Resources through hunting can also be purchased from merchants. On the other hand, we have these powder pouches, bags filled with powder, which are the non-aggressive variant. You can throw them to scare away wild animals. You can absolutely do a “non-violent playthrough.”

Alice Ruppert: That was a stretch goal in the Kickstarter – that there will be a peaceful mode or that you can do it. It is intended that people can complete it without having to kill animals.

MeinMMO: Is there a specific reason why this was important to you?

Alice Ruppert: It was important to our players. A request that came in often. Many people from the cozy game sector like the challenge but don’t want the stress and violence. That is a significant part of the players we want to address.

The respectful handling is also something that came from our experts. That was also a concern; it shouldn’t be the “Mongolian Murder Simulator.” It was important to handle it in a way that aligns with nomadic culture. Hunting is done for a purpose, not just for the sake of it. We were very inspired by what our advisors advised us.

MeinMMO: While we’re on the subject of non-violent gameplay: When the horses’ life bars run out, they are taken back to the stable. Will that remain the case at release, that horses cannot die, or will there be a mode where horses can actually die?

Alice Ruppert: To my knowledge, we have no plans to change that. It’s not something that is a mega request. Most people are rather glad that the horses cannot die. If we notice that there is a demand for a hardcore mode where horses can perish, that is generally a possibility. But so far it’s not been a priority.

Nikolai Hilz: That would make the game designers sweat when suddenly there are balancing issues because you no longer have horses in the middle and have to do everything on foot.

Alice Ruppert: That’s why it’s only an option if it’s really desired. We’re not adding it just for fun, as it could ruin many things. For now, it’s excluded.

The Legend of Khiimori horseback archery
You can also completely avoid violence in the game if you wish.

Realistic representation in focus

MeinMMO: Is there a real horse that particularly inspired you during development?

Adriano Nicolosi: Visually, I can’t contribute much. Of course, there was a lot of research with the Mongolian breeds. Our 3D artist has his own horse. The entire art department visited a stable and looked at the horse. We were able to make cool recordings of horse sounds, from horse noises to tack, saddles, and how it all sounds when moved. That was really cool for me and our sound designer.

MeinMMO: Do you have something very specific that you definitely wanted to do differently than other games with horses or mounts? Especially regarding animations and mechanics.

Alice Ruppert: It’s a question of what you compare it to. The more relevant comparisons are not necessarily other horse games but how horses are represented in games otherwise – in Zelda, Witcher, Ghost of Tsushima, for example. Where we stand out is in anatomy and animation. Horses are tricky to animate. And we still get feedback with improvement suggestions.

In many larger triple-A games, horse anatomy is often poorly implemented. I spend a lot of time analyzing this. Gross mistakes, like “How do horse legs work?” don’t happen with Khiimori. The other aspect is the mechanical level. There’s not just a speed upgrade.

In many games, the item “horse” could also be the item “power pants,” and you are three times faster. With us, the horse has needs, has to be taken care of, and there are different horses with different stats. That’s significantly more depth and mechanical relevance than in approximately 90% of all games with horses.

What I find extremely valuable are the many little behaviors. When I see how our horse eats grass and how its lip moves… I could watch that for an hour. You don’t see that elsewhere. Or that they scratch their ears with their hind legs, which looks super funny and what people without horse experience might never have seen.

It satisfies me to know that we can portray these quirks of horse behavior. For me, as a horse lover, those details make me really happy, and I could watch them for hours.


About future plans and multiplayer

MeinMMO: I have noticed this while playing, especially regarding reactions to different terrains or weather effects. Do you have any plans to introduce more biomes or weather effects or more influences on the horse?

Nikolai Hilz: We are more focused on deepening the biomes. Right now, you can only go so far into the desert or up the mountain. We are continuously expanding that. As for the weather, we have already covered a lot. When you are deeper in biomes like the snowy mountains, you experience longer snowstorms. We recently completely revamped the weather. It used to be very short and unpredictable in the alpha. Now we have real patterns.

Alice Ruppert: Regarding “which terrains can the horse traverse”: We added that the horses can also swim. That was requested a lot. It comes as an enhanced navigation mechanic with its own balances. Swimming requires a lot of stamina. I consider twice whether I want to swim through the lake or go around.

Do I have goods with me that shouldn’t get wet? Do I have enough food so that my horse can cross the river, or will I find a grassy area soon? Or do I go a few meters further, where there’s a bridge? This adds more route-planning strategic elements and a new way for the horse to interact with the terrain.

Adriano Nicolosi: Generally, there are still many stretch goals from the Kickstarter open. Fishing is still to come, falconry is still to come. These are things that are labor-intensive but further enrich the gameplay.

The Legend of Khiimori Screenshot camp scene
During camping, you can truly unwind.

MeinMMO: Exactly, you have that Trello board where interested players can follow the features you still want to introduce, including things you have initially declined. While playing, I often thought – and I don’t think I was alone in this – that it would actually also be a perfect game to experience with friends. You do have multiplayer but have excluded that for the time being. How did that decision come about?

Alice Ruppert: It’s a question of resources. There are two things. First: When planning this game in multiplayer, you double the testing effort. At the same time, adding multiplayer afterwards is planner-wise and technically unwise because you have to redo many things. It does not balance with any other player request we have on the table. We could run three or four more Kickstarter campaigns and not get the budget together.

There are still many smarter things that we can prioritize, where we and the players would benefit more. Multiplayer is not at the top of the list. The skill at Aesir is not the problem; we have the capabilities. But it’s a question of resources. If the game sells extremely well, we might also reconsider things that we have excluded. With multiplayer, you invest an enormous amount of technical work, which is extremely poorly visible for players. […]

Especially in early access on Steam, we need good reviews to be seen. If we have half-baked multiplayer included, we will attract negative reviews. It’s a gigantic technical and marketing risk, which is not worth it.

MeinMMO: One last question. Is there a mechanic, detail, or experience that particularly stood out to you during development?

Alice Ruppert: I hinted at it already. My “magic moments” when playing the game are these horse details. When horse needs and survival mechanics were implemented for the first time: I rode out, realized my horse was hungry, and the thirst bar was going down. I needed to get food and water for the horse.

I rode the horse to the river; it drank. Then I placed it on a meadow; it grazed, and the bars went up. For me, it’s like… I don’t know if that sounds understandable that one can be so excited about “Wow, my horse is eating.” But no one else does that. I have no other open-world game where my horse is perceived as a living creature. For me, these things are my favorite moments.

Nikolai Hilz: Similar answer: When the systems come together. In a systemic game, you must trust that it works for a long time. Only when everything interacts does this magic happen. When you test, and several things happen in such an organic way that you almost think it has been scripted. I’m riding around; my horse gets dirty.

I think: Right, I rode through dirt. Then it starts to rain, and the horse gets clean. I think: “Wow, cool.” Then the horse gets tired, and Naara says: “Yeah, quit complaining.” You truly feel there’s a playful dialogue between me and the game. Those are cool moments that reward us as developers.

Adriano Nicolosi: We have an art showcase in the team where our artists post new cool things. Each time our environment artist posts pictures of newly built paths or buildings, it’s always: “Oh wow, that’s in now?” There was nothing there two weeks ago, and I want to ride back to that spot. And as Nikolai says: So many things happen on the way.

A storm comes; Naara has to protect herself, quickly go to an Ovoo, and have to get rid of the bad weather. Then assess the new point of interests, the ruins in the desert. That has always been cool. Especially when you are still at the beginning… I can still remember two years ago, when there was just this valley seen in the first trailer. The comparison to today is really drastic.

Behind the promising title is the German developer studio Aesir Interactive. The project began on Kickstarter and developed into a massive hit there. The campaign shot through the roof, far exceeding the original funding goal: Game for Steam and PS5 reminiscent of Red Dead Redemption without the gun battles – financed in a very short time on Kickstarter

This is an AI-powered translation. Some inaccuracies might exist.

Player trembles in ARC Raiders for his loot, must crawl through the robot hell, bleeding into the saving train

A player simply wanted to save his loot and extract peacefully in ARC Raiders. But the game had other plans for him.

What happened to the player? A player named “elaniu5” reports on Reddit about a match he experienced in ARC Raiders, briefly becoming the talk of the community.

“elaniu5” shares that his game crashed when he joined a match. When he restarted the shooter, it asked whether he wanted to rejoin the abandoned raid – which “elaniu5” naturally did, in order not to lose his gear.

Yet his belongings were far from saved, as the drama was just beginning, as a clip from the player on Reddit shows.

Start video
Spieler in Arc Raiders schreit so laut um Hilfe, dass der Nachbar die Tür aufbricht

Full Sprint through Robot Hell

Here’s how bad the player’s raid went: When “elaniu5” arrived in the abandoned round at “Buried City”, he realized he had no time to loot or level up: He spawned with 1:10 minutes remaining and had little time before the last extraction point closed.

He took a quick look at the map to know where to go, and then “elaniu5” hit the ground running. He sprinted as fast as he could towards the last open exit, an underground platform nearly 180 meters away. Only 61 seconds left until shutdown.

The platform was swarming with ARCs. A multitude of fire-breathing fireballs and explosive pops awaited incoming raiders.

“elaniu5” saw the robot hell ahead of him, but he had only a few seconds left on the clock and no time to take out the sneaky enemies. He sprinted past the ARCs, but a pop exploded next to him. The blast destroyed his shield and halved the raider’s health bar at the same moment – but he survived.

With one second remaining, “elaniu5” called the metro to take him back to Speranza, but shortly after, another explosion sent him to the ground. The destroyed fireballs additionally caused a deadly sea of flames to engulf “elaniu5”. But luckily, the flames did not reach him.

Seconds later, the train arrived. Bleeding out, “elaniu5” crawled into the train and heaved himself to the console to successfully return to the raider hideout.

Here you can watch the clip on Reddit:

Recommended editorial content

At this point you will find external content from Reddit that complements the article.

I consent to external content being displayed to me. Personal data can be transmitted to third party platforms. Read more about our privacy policy.
Link to the Reddit content

The Community Jokes, Embark Pursued a Vendetta

This is how the community reacted: Within a day, the Reddit post from “elaniu5” garnered almost 6,000 upvotes and was commented on over 240 times. The community expresses fascination with the bad luck the player had during his raid and jokes: He must have upset the developers.

One user writes: “The game REALLY didn’t want you to make it out alive, lol.” Another user asks: “Damn, what did you do to piss off the developers?”

However, one player notes that one thing was missing from the situation: a hostile raider camping at the exit, knocking out “elaniu5” just as the train is arriving.

ARC Raiders thrives on special experiences shared by the community on social networks. Time and again, clips like the one from “elaniu5” surface, which hundreds of players then discuss.

In January, for example, a raider was the big topic of discussion in the community after he destroyed a rocket artilleryman with a mine while demonstrating extraordinarily skillful use of the grappling hook. The community then dubbed him the “ARC Knight”. You can read the whole story here: Someone experienced a real action movie in ARC Raiders, and fans wonder if they are playing the same game

This is an AI-powered translation. Some inaccuracies might exist.

World of Warcraft Midnight: All new achievements in overview

Hold on, Adventurer! English localization still loading...

This article is currently in its original German "vanilla" version. We're channeling our inner Mein-MMO and grinding hard on the English localization quest line!

The full English version will be unlocked soon. Thanks for your patience.

In World of Warcraft Midnight new achievements have been added that you can complete to earn more Warband success points. What they are and what you need to do for them, you will find out here.

How many achievements were added with Midnight? You can expect over a hundred new achievements that you can chase after in Midnight. These are divided into different areas and cover tasks for your character, the new game world, as well as quests.

That’s why we took the time to list all new achievements and sort them by category. This way you can quickly see in the list which tasks you still need to complete and what you need to do for them. With our directory, you can also quickly jump to the respective categories:

[toc]

Important info: The list is still a work in progress. We have currently listed half of all achievements, but due to the large number of achievements, it will take some time before the list is completed. However, we are actively working to finalize the overview as quickly as possible.

Start video
WoW Midnight: Arator’s Light and the Firebrand

All Achievements at a Glance – What You Need to Do

Character

TitleTaskReward
A Warband Mentor: MidnightReach level 90 with one character.Reward: 5% bonus experience up to level 90
Two Warband Mentors: MidnightReach level 90 with two characters.Reward: 10% bonus experience up to level 90
Three Warband Mentors: MidnightReach level 90 with three characters.Reward: 15% bonus experience up to level 90
Four Warband Mentors: MidnightReach level 90 with four characters.Reward: 20% bonus experience up to level 90 
Five Warband Mentors: MidnightReach level 90 with five characters.Reward: 25% bonus experience up to level 90 
Midnight-ExceptionalEquip an outstanding or better item in each slot with a minimum item level of 220.

– Head
– Neck
– Shoulder
– Chest
– Waist
– Legs
– Feet
– Wrist
– Hands
– Left Ring
– Right Ring
– First Trinket
– Second Trinket
– Back
– Weapon
none
Midnight-EpicEquip an epic or better item in each slot with a minimum item level of 233.

– Head
– Neck
– Shoulder
– Chest
– Waist
– Legs
– Feet
– Wrist
– Hands
– Left Ring
– Right Ring
– First Trinket
– Second Trinket
– Back
– Weapon
none

Quests for Midnight

TitleTaskReward
Arator’s JourneyComplete the following quest lines with Arator.

– The Path of Light
– Regret of the Past
none
MidnightComplete the storylines of Midnight.

– The Immersang Forest Returns
– Arator’s Journey
– Assault on the Void Tower
– For Zul’Aman!
– You can’t just march to Harandar
none
The War of Light and ShadowComplete the following quest lines at maximum level.

– Outpost
– Void Pinnacle
– Grim Fountain
– A New Fountain
none
The Blood-Red RogueComplete the storylines listed below with Valeera Sanguinar.

– The Regent’s Request
– A Favor for the Lion
none
Mrglgrgl of GrglmrglComplete the storylines with King Mrgl-Mrgl in Borean Tundra, Highmountain, and Zul’Aman.

– Refuge of the Winterfins
– Murky Waters
– The Loa of the Murlocs
none
Wrath of the Ren’doreiComplete the storyline “Wrath of the Ren’dorei”.Demon Hunter of the Void Elves unlocked
Tradition of the HaranirReach level 50 with a newly created Haranir character.Haranir traditional armor 
Master of the Teachings of MidnightComplete the listed quest achievements in Midnight.

– The Immersang Forest Returns
– You can’t just march to Harandar
– Arator’s Journey
– Visitors from Harandar
– Visitors in the Voidstorm
– For Zul’Aman!
– Assault on the Voidstorm
– Visitors of the Immersang Forest
– Visitors from Zul’Aman
Zeitgeist coins
Call of LightComplete the quest line “Call of Light”.

– Midnight
– A Voice from the Light
– The Last Bastion of Light
– Champions of Quel’Danas
– My Son
– Gathering of Heroes
– The Hour of Need
– A Safe Way
– Glowing Wings
– The Gate
– Dissolving the Void
– Banishment of the
Voidborn
– Astral Extermination
– Arsenal of Light
– Unchained Wrath
– Devastated Sun
– The Final Battle of Light
none

Immersang Forest

TitleTaskReward
The Immersang Forest ReturnsComplete the following quest lines in the Immersang Forest.

– Whispers in Twilight
– Shadowfall
– Wave Effect
none
Visitors of the Immersang ForestComplete the optional storylines in the Immersang Forest.

– Death and Demon Magic
– Flowers for Amalthea
– Sunbathing Ahoy!
– Harbor Detective
– The Lesser Evil
– An Adventurous Chick
– Long Stride
– Tailor Troubles
– Blinding Sun
– Rune Stone Rumble
– Paladin Rescue
– The Pain of Choosing a Calling
– On the Move Through Silvermoon
– Aspiring Academician
– The Drinking Debt
– Thief Chase
– Saberfin Landing
none

Zul’Aman

TitleTaskReward
For Zul’Aman!Complete the following quest lines in Zul’Aman.

– This Was Our Land
– Path of the Hash’ey
– Where War Sleeps
– The Amani Never Die
Amani templates for Darkspear Troll
Visitors from Zul’AmanComplete the optional storylines in Zul’Aman.

– Healing the Spirit
– Saw Dust to Saw Dust
– Between Two Trolls
– Mourning Kin
– Unequal Friends
– The Voice of Nalorakk
– Regaining Honor
– Revenge for Tolbani
– The Loa of the Murlocs
– No Fear
– Bitter Honor
– The Sound of Their Voice
– A Toxic Story
– Beyond the Walls
– Dark Times are Brewing
– Riverwalkers on the Prowl
– Blood Stains
none

Harandar

TitleTaskReward
You Can’t Just March to HarandarComplete the following quest lines in Harandar.

– Of Caves and Cradles
– Call of the Goddess
– Origin
none
Keep On GoingComplete the World Quest in Harandar “The Long Claw of the Law” while you have 15 or more stacks of ‘Predator’s Tracking’.none
The Empty CradleComplete the following quest lines along with the legends of the Haranir.

– Talent in Listening
– In the Name of the Goddess
– A Worthy Legend
– The Empty Cradle
none
Allied People: HaranirComplete the Harandar campaign.Haranir people unlocked
Legends Never DieLearn more about the history of all the listed relics of the legends of the Haranir.

– Wey’nan’s Spell Protection
– The Cauldron of Echoes
– Aln’hara’s Blossom
– The Silent Flame
– Russula’s Call
– Root of the World
– Hope of Heaven
On’ohia’s Call
Visitors from HarandarComplete the optional storylines in Harandar.

– A Goblin in Harandar
– The Legend of Aln’sharan
– Late Bloomers
– The Watch of the Greenspeaker
– Petal Threat
– Haranir Never Give Up
– Delicacies from Harandar
– The Silence of the Fungarians
– Cultivating Hope
– Hunter’s Rights
– A Palette of Emotions
– Predator Rewilding
– On the Trail of the Spores
– Grudge Pit
– The Trials of a Shul’ka
none

Voidstorm

TitleTaskReward
Assault on the VoidstormComplete the following quest lines in the Voidstorm.

– Into the Abyss
– The Veil of Night
– Day of Reckoning
none
Visitors in the VoidstormComplete the optional storylines in the Voidstorm.

– The Void Looks Back
– Shadow Puppets
– The Nether Envoys
– The Nightbreaker
– Pathogen Problem
– A Voice Within
– Shadows of the Shadowwatch
– A Voluntary Gift
– Breaking the Triad
– Deep and Loud
– Secrets in the Dark
– Family Feud
– Changes are Coming
– A Dance with the Devil
– The Best Friend of a Domanaar
– A Mightier Opponent
none
Lysika Would Be ProudComplete the World Quest “Precise Eradication” in the Voidstorm without missing a shot.none
Staring into the VoidFully unlock the research console in the Voidstorm.Laboratory-bred Storm Ray (mount)

Exploration

Title TaskReward
Abundance: Dundun Keeps Azeroth RunningComplete the listed abundance achievements below.

– Abundance: Professional Mouseolo
– Abundance: Professional Slowcasting
– Abundance: Professional Slowflower
– Abundance: Professional Sloanit
Unlock Dundun’s abundance travel method for purchase.
Amani from You as WellComplete all the achievements listed below in Zul’Aman.

– Treasures of Zul’Aman
– Explore Zul’Aman
– Altar of Blessing: Worshipers of the Sacred Thrust
– The Greatest Tree in the Forest
– Abundance: Flourishing Abundance
none
A Bloody SongDefeat all rare creatures in the Immersang Forest.

– Guardian of the Weeds
– Hunted Hawkstrider
– Erupted Hydra
– Inflated Snapper
– Cre’van
– Coral Ripper
– Lady Liminus
– Terrinor
– Evil Zed
– Wave Snatch
– Banuran
– Lost Guardian
– Twilightfire
– Flawed Construct
– Lady Bloodfang
Energy Focus from Silvermoon (decoration)
Explore HarandarExplore Harandar by uncovering the unknown areas of the world map.

– Har’kuai
– The Construction of Echoes
– Fungara
– Valley of Mist
– Darkmarsh
– Har’alnor
– Blooming Twine
– Har’mara
– Har’athir
– The Cave
– The Grudge Pit
– The Blinding Blossom
– The Rift of Aln
none
Abundance: You Should See Him with a CrownHarvest a total of 1,000,000 abundance throughout your life.The Loa of Abundance gains a crown.
Discoverer of MidnightExplore the lands of Midnight:

– Explore Harandar.
– Explore the Immersang Forest.
– Explore Zul’Aman.
– Explore the Voidstorm.
none

Exploration for Midnight

TitleTaskReward
Light in the NightUnite your forces against Xal’atath by completing the listed achievements below.

– Eternal Song
– This is Aln’s, folks!
– You as Well Become an Amani
– Screams in the Voidstorm
Brilliant Petalwing (mount)
Have a DrinkToast with the following races in the Arcantine.

– Human
– Dwarf
– Night Elf
– Gnome
– Draenei
– Worgen
– Void Elf
– Lightforged Draenei
– Dark Iron Dwarf
– Kul Tiran
– Mechagnome
– Orc
– Undead
– Tauren
– Troll
– Blood Elf
– Goblin
– Nightborn
– Highmountain Tauren
– Mag’har
– Zandalari Troll
– Vulpera
– Pandaren
– Dracthyr
– Earthen
– Haranir
none
Old SoldiersComplete quests of the following races in the Arcantine.

– Danath and Kurdran
– Gidwin and Tarenar
– Tehd and Marius
– Lan’dalock and Timear
– Thisalee Crow and Zen’tabra
– Taoshi and Kelsey Steelwhistle
– Gamon and Gorgonna
– Nisha and Cyrus
– Etrigg and Darius Crowley
none
Highly DecoratedAcquire the following items in the Arcantine and show them:

– Scratched Spear
– Black Banner
– Corrupted Lantern
– Zandalar Scroll
– Evergreen Vine
– Defense Fragment
– Weathered Tome
– Heavy Anchor
– Sandy Tapestry
– Dried Roses
– Grudgehoof Hide
none
Midnight PathfinderComplete the listed achievements in Midnight.

– Discoverer of Midnight
– You can’t just march to Harandar
– Arator’s Journey
– The Immersang Forest Returns
– For Zul’Aman!
– Assault on the Voidstorm
Static Flight in Midnight, Zeitgeist coins.
Flight Master of MidnightVisit all Flight Masters in Midnight to discover their flight points for your Warband:

– Sanctum of Light, Silvermoon
– Morning Air, Immersang Forest
– Tristessa, Immersang Forest
– Amani’zar, Zul’Aman
– Atal’Aman, Zul’Aman
– Shadow Pool Watch, Zul’Aman
– Wait of the Blunthewer, Zul’Aman
– Purestone Camp, Zul’Aman
– Cliffs of the Bleached Bark, Zul’Aman
– Har’alnor, Harandar
– Har’athir, Harandar
– Har’kuai, Harandar
– Har’mara, Harandar
– Cave, Harandar
– Howling Ridge, Voidstorm
– Locus Point, Voidstorm
– Den of the Master, Voidstorm
– Ingress, Voidstorm
– Terrace of the Sun, Isle of Quel’Danas
none
Secure the DefenseBuild one of the following defense structures for the Storm Marionette Assault:

– Black Eye
– Shock Pylon
– Light Barrier
– Shadow Trade Mercenary
none
A Singular ProblemComplete all three waves of the Storm Marionette Assault:

– Wave 1 Complete
– Wave 2 Complete
– Wave 3 Complete
none
Ninety Percent is EnoughComplete the Storm Marionette Assault with the Singularity Anchor at 90% health or higher.none
Abundance: Acolyte of a Glorious BeingUnlock abundance by completing the associated tutorial with Dundun and Chel the Notch.none
Abundance: Flourishing AbundanceComplete each abundance event stage:

– Immersang: Tombs of Watha’nan
– Zul’Aman: Loagecrafted Build
– Harandar: Loaflower Cave
– Voidstorm: Opulent Void Build
none
Midnight: The Highest PeaksPlace telescopes on the highest peaks of Midnight:

– The Highest Peaks: Immersang Forest
– The Highest Peaks: Zul’Aman
– The Highest Peaks: Harandar
– The Highest Peaks: Voidstorm
none
Midnight Story HunterDiscover the following story objects in Midnight:

– Commemorative Plaque
– Shrine of Dath’remar
– Mirveda’s Notes
– Mundane Research
– How to Handle Hawkstriders: Unabridged Version
– Unfinished Sheet Music
– Stone Tablet of Akil’zon
– Stone Tablet of Halazzi
– Stone Tablet of Jan’alai
– Stone Tablet of Nalorakk
– Stone Tablet of the Ruler Family
– Stone Tablet of Kulzi
– Stone Tablet of Filo
– Faded Mural
– Ancient Rune Stone
– Ramshackle Mural
– Forgotten Mural
– A Frayed Scroll
– Void Armor
– Ancient Stone Tablet
– Abandoned Telescope
– Torn Page
– Shadow Yoke Armor
none
Abyss Fishing: Boarhide Catch BagComplete a successful dive for abyss fishing. (A dive is successfully completed when you leave the event with a full catch storage.)Unlock a Boarhide catch bag for purchase
Abyss Fishing: Shield Lizard Hide Catch BagComplete a successful dive with a catch rating of 3 or higher and with 5 caught fish or less.Unlock a Shield Lizard hide catch bag for purchase.
Abyss Fishing: Reinforced Solder JointsComplete 10 successful dives for abyss fishing.Unlock reinforced solder joints for purchase.
Abyss Fishing: Deep GreaseComplete 30 successful dives for abyss fishing.Unlock deep grease for purchase.
Abyss Fishing: Pahk’s Trench FinsComplete 50 successful dives for abyss fishing.Unlock Pahk’s Trench Fins for purchase
Abyss Fishing: Used Deep Dive TankSurvive 10 minutes underwater during an abyss fishing dive with a full catch storage.Unlock a used deep dive tank for purchase
Abyss Fishing: Ground-tested TankSurvive the attack of a Deep Burrower in an abyss fishing dive 3 times.Unlock a ground-tested tank for purchase
Abyss Fishing: Nalorakk’s Oxygen TankComplete a successful dive with a catch rating of 4 or higher in 3 minutes or less.Unlock Nalorakk’s Oxygen Tank for purchase.
Abyss Fishing: Shallow Water NetDiscover 50 sunken treasures during your abyss fishing dives.Unlock a shallow water net for purchase
Abyss Fishing: Three-strand NetDiscover 50 ancient treasures during your abyss fishing dives.Unlock a three-strand net for purchase
Abyss Fishing: Heavy Harpoon CannonCatch each of the listed shallow water creatures during your abyss fishing dives.

 Finned Elritza
– Shore Bass
– Spiky Fleshfish
– Brackish Pufferfish
– Spiked Crabbler
– Dartfish
– Rockbacked Turtle
– Kobiamora
– Sawtooth Driller
– Thorned Seahorse
Unlock a heavy harpoon cannon for purchase
Abyss Fishing: Harpoon Tower of the Void CoreCatch each of the listed trench creatures during your abyss fishing dives.

– Plecofin
– Blind Jumper
– Trench Crawler
– Gloomswimmer
– Delfion
– Gemscale Nymph
– Crustacean
– Hushray
– Seahorse
– Abyss Tooth Ray
– Umbramotaal
– Deep Burrower

Unlock a harpoon tower of the Void Core for purchase
Abyss Fishing: Idol of the DepthsComplete each of the listed abyss fishing achievements.

– Abyss Fishing: Boarhide Catch Bag
– Abyss Fishing: Used Deep Dive Tank
– Abyss Fishing: Even the Best
– Abyss Fishing: No Sea Can Stop Me
– Abyss Fishing: Deep Technician Novice
– Abyss Fishing: Reinforced Solder Joints
– Abyss Fishing: Shallow Water Net
– Abyss Fishing: The Way of the Amani
– Abyss Fishing: Perfect Procedure
Unlock an Idol of the Depths for purchase
Abyss Fishing: Even the BestYou run out of air during an abyss fishing dive.none
Abyss Fishing: No Sea Can Stop MeAttempt to swim out during an abyss fishing dive.none
Abyss Fishing: Perfect ProcedureFinish an abyss fishing dive by swimming to the surface.none
Abyss Fishing: Deep Technician NoviceUse a consumable during an abyss fishing dive.none
Abyss Fishing: The Way of the AmaniRemove all scales from a Brackish Pufferfish with an upward hook during an abyss fishing dive.none
Abundance: No Acolyte LeftHarvest a total of 10,000,000 abundance throughout your life.none
A Highly Violent LoaExperience the wrath of Filo, Loa of Childhood.none
Abundance: Only ProfessionalsHarvest from a crafting node in an abundance event.none
Abyss Fishing: Trench BerserkerCatch 100 creatures in abyss fishing.none
Abyss Fishing: Certified Deep DiverEarn 1,000,000 points in cumulative abyss fishing dives.none
Abundance: Loa in Every AlleyComplete an abundance event in which you earned points in every point category.none
Abundance: Treasures GaloreActivate the “Treasure Dundun” bonus in each abundance area:

– Immersang: Tombs of Watha’nan
– Zul’Aman: Loagecrafted Build
– Harandar: Loaflower Cave
– Opulent Void Build
none
Abundance: Golden OpportunitiesActivate the

Generation Z is tired of owning nothing and is reviving a supposedly dead industry.

Streaming seemed unbeatable. But more and more young people are returning to physical media. What initially sounds like nostalgia is, for many in Gen Z, a conscious decision against subscription stress, advertising, and digital uncertainty.

What about the seemingly dead industry? A report from the Los Angeles Times shows: Especially Generation Z is rediscovering DVDs and Blu-rays – and for very practical reasons.

Since the peak of disc sales in the mid-2000s, the market has dramatically shrunk. However, the free fall seems to have slowed somewhat. According to industry data cited in the article, the decline is significantly slowing down. It’s not a comeback in the classical sense – but a decline of the decline.

Start video
The trailer for the gripping thriller series “Homeland” with Claire Danes

Why is Gen Z partially turning its back on streaming? What seems like another retro trend at first glance is often a clear cost-benefit analysis. Streaming services are becoming more expensive, content regularly disappears from catalogues, and advertising is creeping in even with paid subscriptions. And as if that weren’t enough, new providers continue to emerge, each with their own exclusive content.

As the Times article shows, many young buyers say:

  1. They want to own movies permanently.
  2. They want to be independent from platforms.
  3. They value bonus material, BTS, and extras.

Especially in times of rising subscription prices, a purchased or rented Blu-ray or DVD seems like a better investment.

The DVD is not dead

A brief historical overview: To understand why this trend is particularly noteworthy, it’s worth looking back.

With the rise of VHS in the late 1970s, the home entertainment industry began giving consumers a whole new control over what they could watch, when, and how (statssignificant).

Later, in the early 90s, the DVD followed as a more compact and higher-quality storage and playback technology. The DVD had its heyday in the early 2000s. The best-selling DVD of all time, “Finding Nemo,” was released in 2003 and sold approximately 38,800,000 copies. Since the mid-2000s, however, sales have steadily declined. According to CNBC, DVD sales in the USA dropped by 86% between 2006 and 2019 (via BBC).

The biggest change came in 2020. When millions of people were forced into quarantine in their homes due to COVID-19 from mid-March onward, streaming services like Netflix rapidly became the primary sources of entertainment (Michigan Journal of Economics)

The previous decline of DVDs and the Blu-ray disc, which had further improved playback quality in the meantime, continued. But what appeared to be a victory for streaming from 2020 onwards is now being questioned, at least partially, by Gen Z.

Gen Z takes a step back in time

What exactly bothers young viewers about streaming and attracts them to DVDs? The LA Times quotes several industry observers explaining that the mood towards streaming has changed. Initially, the streaming offerings were seen as a cheap, convenient revolution of the classic home cinema sector.

Today, many users complain to the Times about rising prices, fragmented content, and advertising in paid subscriptions. This development is comparable to the cassette and vinyl trend in the music sector.

And lending DVDs and Blu-rays is experiencing a revival. MyMMO editor Christoph Waldboth recently reminded us of what characterized video rental stores – and what crucial advantage they still have over streaming services like Netflix or Amazon Prime.

What does the community say about this trend? On Reddit, this development is clearly reflected. In the GenZ subreddit, the Times article was shared. There, users report why they are buying discs again or wishing for video rental stores:

  • Spideyfan77: “I own about 100 Blu-rays. I love physical media: no buffering, no ads, multiple languages, and plenty of extras.”
  • AirEmergency3702: “Yeah man, I just got my 150th DVD and honestly, it’s much better than streaming and probably cheaper in the long run.”
  • Ezte007: “I’ve always loved DVDs, and as a kid, I dreamed of owning a film collection. Now I’m buying 4K Blu-rays and my collection is steadily growing.”
  • ironside719: “I also belong to this trend. I own almost 40 UHD Blu-rays and go for physical media whenever I can.”
  • jollyGarbage: “Can we please bring back video rental stores? It would be fantastic if we were the generation that brings them back.”

While Gen Z is collecting Blu-rays and DVDs again and consciously focusing on physical media, another case shows how turbulent the market has been recently. Elsewhere, old DVD stocks were being sold off in 2024: In the USA, people looted decommissioned Redbox machines and resold the discs

This is an AI-powered translation. Some inaccuracies might exist.

One Piece has just caught up with Superman, although he had a 60 year lead

One Piece has just reached a new milestone. This places the manga among the ranks of the world’s most famous superheroes.

What has One Piece achieved? As the One Piece insider newworldartur reveals on his X account, One Piece has now sold over 600 million manga volumes. This sales figure includes the 113 volumes that the manga has published so far. Included are 1155 chapters full of adventures featuring Luffy and the Straw Hat crew.

Since the first edition of the manga was released in 1997, One Piece has achieved this incredible sales number in almost 30 years. The franchise has long been the best-selling manga of all time.

This is partly due to the fact that it is one of the longest-running mangas. But with 600 million units sold, it now also measures up against the comic world.

Start video
One Piece Film: Strong World – The Trailer for the Anime Movie

One Piece measures up to Superman

What does that have to do with Superman? In the manga world, only comics that originate from Japan are counted. However, there are also comics from the rest of the world, and Superman leads the sales units there. According to Statista, this comic has also sold over 600 million units.

The big difference: The first adventures with Superman appeared in 1938, making the franchise nearly 90 years old. Furthermore, Superman is said to have launched over 18,700 issues (as seen on Comic Vine).

One Piece is still far from such a gigantic number. Since we don’t have exact sales figures, we can’t say for sure who leads between One Piece and Superman. However, the manga has sold a similar number of volumes as Superman and even left other comic giants like Batman and Spider-Man behind. And that is the astonishing part.

Is there still an exciting announcement? In this context, it was also revealed that a popular voting event will return (as reported on Reddit). In the past, fans were able to vote on which character from One Piece is the most popular. What was special about this voting was that really all people and even animals were included as options.

This survey is set to be repeated as the second global character popularity poll. It is expected to start soon. However, the exact date has not yet been announced.

It’s nice that so many characters are considered in this survey, who have appeared in over 1500 chapters. But with so many figures, some characters are neglected. MeinMMO presents 5 that we want to see more often: There are many cool characters in One Piece, but these 5 we see far too rarely

This is an AI-powered translation. Some inaccuracies might exist.