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.

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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.

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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.

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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).  

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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:

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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:

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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

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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.

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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.

Earn gold in WoW Midnight – This is how it works easily

A new expansion in World of Warcraft offers you the opportunity to quickly earn a lot of gold. We’ll reveal how you can make a solid sum fast.

World of Warcraft Midnight has launched, bringing a plethora of new opportunities to spend lots of gold. New transmog sets, expensive weapon enchants, and various crafting assignments can quickly deplete your gold reserves.

So that you don’t wander the streets of Silvermoon as a beggar NPC, we’ve gathered some methods for you to make good cash.

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WoW Midnight: Arator’s Light and the Firebrand

Farming Herbs and Ores

It’s the absolute standard tip that each of you has heard multiple times: Select the two gathering professions Herbalism and Mining with one character – of course in the current Midnight variant. This is a solid, ongoing income that you can benefit from forever.

If you don’t want to use your “main” for this, just play a secondary character that you exclusively level up through Herbalism and Mining. Invest an hour here and there, immediately list the collected herbs and ores on the auction house, and soon the gold will flow into your pockets.

Because fundamentally, the rule is: You will never earn as much money as you do at the start of an expansion with resources. This is because currently everyone wants to level their crafting professions like Alchemy, Engineering, or Blacksmithing.

Collectors can make a killing – depending on performance – earning between 50,000 and 100,000 gold per hour. This is an extremely lucrative business for an activity where you can watch videos or listen to podcasts at the same time.

WoW Orc Laugh Gold Human Mage death titel title 1280x720
Those who understand the gold game have a much easier time in WoW.

Fishing for Transmog (and Fish)

Good gold can also be earned currently by fishing – at least in WoW: Midnight. Once you’ve learned the fishing skill, you can fish in all the waters of the new expansion; it doesn’t even have to be in schools. Because you have the chance that various special events may happen while fishing:

  • You pull a transmog item directly from the water.
  • A crate appears next to you while fishing, which you can loot.

In both cases, you can obtain epic transmog weapons with a low chance, like the ones here:

WoW Lost Winters Hunter Transmog
The “Lost Winter’s Hunger” brings in good gold.

Prices can, of course, fluctuate depending on the realm. Currently, the weapon skins are worth between 50,000 and 300,000 gold on most realms. So it’s not quite as reliable as gathering other resources – especially since you also need to find a buyer.

Alongside that, you’ll also catch plenty of actual fish, which you can sell for small gold in the auction house or use for leveling the Cooking profession, depending on what you think will give you greater benefit or profit.

Acyclical Crafting

The final tip can generate extreme amounts of gold if you follow it in the coming days. Because now that WoW Midnight has launched, the vast majority of players are in the new areas experiencing quests or trying their luck through farming.

This also means: old content, which is regularly farmed, is underpopulated. So you can collect old transmog or specifically craft various housing items from old expansions by farming wood and the appropriate resources or purchasing them in the auction house.

Since most crafters are currently focused on the new expansion, you can dictate the price for individual items. Particularly in housing, some people are willing to spend a lot of gold on furniture – often not even looking closely at the price.

This method of earning gold, of course, requires a bit more planning and persistence, but it can pay off if you find a good niche where you can set up with housing items.

Can you earn gold differently? Basically yes. If you want to invest a lot of time and already have solid starting capital, you can try to join the auction house moguls and establish a monopoly on certain resources.

It may also be worth buying items cheaply and then selling them at a higher price. However, this comes with risks and requires both market knowledge and willingness to take risks as well as endurance. This is not suited for everyone who wants to guarantee quick money and is therefore only recommended if you want to play WoW more as an economic simulation.

The methods for earning gold are somewhat fewer this time than in previous expansions – or the one optimal method has not yet emerged. What we think of the Midnight expansion overall, we have explained in detail in this post.

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

Don’t ignore the new GO Pass in Pokémon GO – Here’s how to get Mewtwo

You can now catch a Mewtwo in Pokémon GO. What do you have to do?

In Pokémon GO, the new season Memories in Motion has started.

In line with this, the event for Pokémon GO’s 30th anniversary is also ongoing. This event is themed around the Kanto Pokémon – and even if you already have most of them, it’s an exciting event. Because Mewtwo is returning to the game after a long time.

How do you get Mewtwo? With the new event, a special GO Pass with 100 levels is also launched. Mewtwo is available in the free version of the pass – specifically at level 80. It is important that you cannot catch Mewtwo in the wild, but can only obtain it through the pass right now.

Important: This GO Pass ends with the event on March 9 at 8:00 PM. By then, you should have caught Mewtwo to not miss out.

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Pokémon GO shows the new season Memories in Motion in the trailer

How do I catch Mewtwo as quickly as possible in the GO Pass?

You need to reach level 80 of the pass. Each level requires 100 GO Pass points. You earn them through various actions in the game.

Special task: Every day there is a special task in the game that gives you 500 points. On the first day, it simply states that you should catch 15 Pokémon. Whether this remains the case in the following days is uncertain, but you should definitely keep an eye on the task. It can be found in the GO Pass menu.

Bonus points: You can additionally earn 500 bonus points each day. You receive them as follows:

  • Victories in raids give 100 points
  • Hatching an egg gives 40 points
  • Catching Pokémon gives 5 points.

You can earn up to 1,000 points every day.

Important: Next weekend, from March 7 to 9 (8:00 PM), there should currently be no daily point limit. You can catch up on any missing points during that time.

With the 30-year event, the new month starts off quite exciting. However, even aside from Mewtwo and the Kanto Pokémon, you can catch interesting Pokémon this month. What opportunities you have to do so can be read in our overview: Here are all events in March 2026 in Pokémon GO.

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

Police officers want to brag with seized crypto wallet, realize too late that they posted the password

Police seized 5.6 million dollars. But when they wanted to boast about it, they accidentally published the password. Shortly after, a large part of the seized money is gone.

South Korean police wanted to boast about how they seized 5.6 million US dollars. But in doing so, they accidentally published the password to the crypto wallet. Shortly after, most of the money is gone and the police have to apologize for the mistake. This was reported by the English-language magazine ArsTechnica.

Start video
In Germany, there are over 400 USB sticks protruding from walls – What is the ‘Dead Drops’ project?

Police accidentally publish password to crypto wallet

What exactly happened? The South Korean police are said to have seized cryptocurrencies worth 5.6 million dollars from 124 wealthy tax evaders. The authority wanted to boast about these results to the public and published a press release presenting this find.

The authority’s mistake: A handwritten note was clearly visible in a screenshot in the press release. And this note contained a complete mnemonic recovery phrase that anyone can use as a master key to move assets from the cold wallet to a new wallet without additional PIN or permissions.

And that’s exactly what the unknown thieves likely used: Shortly after, 4 billion US dollars were already missing.

How did the matter proceed? Days later, the police published a new press release where they humbly admitted: They regret the mistake and apologize “deeply” for the erroneous publication.

They also acknowledged that there is no excuse for this mistake and confirmed that they would initiate an investigation together with the national police to track the transfer back and recover the lost funds.

In another case, a captain allowed a PC to be built for mining cryptocurrencies. He has now been convicted for his involvement in the operation. You can read more about this on MeinMMO: Army captain allowed a PC to be installed for mining crypto at a military base, is now convicted

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

A Netflix series produced by Spielberg could be a hit: It will delight fans of Jurassic Park

Fans of Jurassic Park should keep an eye on a new series that will be available on Netflix starting March 6, 2026. Led by producer Steven Spielberg, it tells the story of the rise and fall of the dinosaurs.

What is this series about? It has the simple name The Dinosaurs and sums up its theme perfectly. The documentary series, starting on March 6, 2026, on Netflix, focuses on the popular creatures in four episodes.

Each episode is expected to last about an hour. The series tells how the dinosaurs came to be, their time on Earth, and ultimately their extinction.

The production is supported by impressive visual execution that brings the different dinosaurs to life. It’s no surprise that the result is already convincing in the trailer, as people behind the scenes have experience with both dinosaurs and documentaries.

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A Netflix series by producer Steven Spielberg brings dinosaurs to life

Jurassic Park is yesterday

Who is behind the series? The most prominent name is surely Steven Spielberg. The director, known for popular films like Indiana Jones, E.T., and Jaws, also directed the first two parts of the Jurassic Park series. The first spin-off plays a special role in Spielberg’s life.

He has experience with dinosaurs. He is supported as a producer by the team that already realized the documentary series Life on Our Planet. This production is also available on Netflix. It deals with around 4 billion years of Earth history and also showcased impressive animal footage.

In both cases, much of the footage is computer-generated and created by the company Industrial Light and Magic. Even if you don’t know the name of this CGI studio, you’ve likely seen one of its films.

Alongside Pirates of the Caribbean, Terminator 2, and numerous Spielberg productions, they have particularly pioneered work on Star Wars. This fits perfectly, as the company was founded by none other than George Lucas – who is also an old friend of Steven Spielberg.

For The Dinosaurs, the team now brings these equally beloved and mysterious creatures to life, 32 years after it was already done in Jurassic Park. At that time, this achievement was awarded an Oscar for Best Visual Effects.

What else does the series offer? Not only visually should The Dinosaurs be exciting. With Morgan Freeman, you get the perfect narrator in the English original version. His sonorous and deep voice also accompanied Life on Our Planet.

Exciting for dino enthusiasts: Netflix has already revealed some of the species that will be featured in the series in a press release. Specifically mentioned are Marasuchus, Plateosaurus, Mamenchisaurus, Stegosaurus, Ankylosaurus, Allosaurus, Tyrannosaurus Rex, Pliosaurus, Mosasaurus, Spinosaurus, Anchiornis, and Longipteryx.

Starting March 6, 2026, you can see for yourself if the documentary is for you. Are you looking forward to it? Feel free to share your thoughts in the comments. If you’re more interested in video game adaptations, we would like to recommend the following list: According to you, there are a total of 9 gaming series on Netflix that are better than Henry Cavill and The Witcher

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

5 new mounts from WoW: Midnight that you can easily farm

In World of Warcraft Midnight there are many new mounts. Some of them are extremely fancy – and even very easy to farm. We will tell you how to get them.

World of Warcraft Midnight is the latest expansion of Blizzard’s MMORPG and brings more of everything – of course a variety of new mounts as well. While some can be easily purchased from glory traders, others are rare drops and some are hidden behind small puzzles or new mechanics. We show you 5 mounts from Patch 12.0, the release version of Midnight, that you can easily pick up. There is something for every playstyle and taste.

By “easy farming” we mean tasks that can be completed easily alongside other activities and do not require any particular high level of player skill. You don’t have to participate in mythic raids or particularly challenging dungeons. However, the time requirement can vary. Some mounts you can get in a few seconds, others might take several weeks.

Elder Glowmite

WoW Mount Elder Glowmite
The Glowmite is something for … glowmite enthusiasts? In any case, it is easy to farm.
  • Time required: Medium
  • Area: Harandar

How to get the mount: To collect the Elder Glowmite, you must have started the campaign in Harandar. That means you have already completed the Immersang Forest and chosen Harandar afterwards. If you have already completed the entire campaign, that is even better.

In Harandar, you can find moths that are marked as treasures on the minimap. In total, there are 120 of these moths in Harandar that you can see at various glory levels with the Hara’ti. For the first 40 you need level 2, for the next 40 level 6, and for the last 40 level 11.

To buy the Elder Glowmite from moth keeper Wew’tam (coordinates 49 / 54) in Harandar, you must have already found all 120 moths. Then, you can purchase the Glowmite for 10 dust that you have from the moths.

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

Is Marathon worth it for you? The quick check before release

Marathon will be released on March 5, 2026. MeinMMO shows you who might be interested in the shooter and who better to stay away from it.

What is Marathon? Marathon is a new extraction shooter developed by Bungie (Destiny 2) that will be released for PS5, Steam, and Xbox Series X|S.

The game follows the genre-typical course of a round:

  • You take on a quest, assemble your gear, start a raid, and try to extract successfully at the end.

During the raid, you loot various items, fight NPCs and other players (PvEvP), and ideally complete the accepted mission. You can find loot in various places, including in crates and lockers or in the inventories of your defeated opponents. This can include weapons, resources, and other equipment that enhance your runner.

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Bungie presents Marathon in the launch trailer

Runners are cybernetic mercenaries whose consciousness exists in a foreign location. So during a raid, you are not in a human body, but in what’s called a runner shell. These are also the different classes you can play in Marathon. At launch, there are 6 runner shells, each with different abilities, such as invisibility, a healing drone, or a scanner that reveals enemies.

Marathon is best played in a team. A squad consists of up to three players. However, you can also go on a solo hunt for loot.

The Quiz – Could Marathon be for you?

If you are unsure whether Marathon is the right game for you, we have prepared a small quiz with 10 questions for you to help make your decision easier. Depending on how you answer these questions, the quiz will then tell you whether Marathon is worth it for you or not.

This is how the quiz works: You will be asked a total of 10 questions about your shooter preferences, which will determine whether you may enjoy Marathon. For each question, you can select one answer option.

At the end, you will receive one of three results. If you want to be spoiled, you can read the possible results here. However, we recommend doing this no sooner than after the quiz.

These are the three results
  • Yes, Marathon might be worth it for you.
  • No, you probably won’t like Marathon.
  • You might be better off in ARC Raiders

This is how the result is generated: For each answer, there is a specific number of points assigned by us per result. At the end, your points are totaled, and it is checked which of the three results has collected the most points based on your answers.

Which answer gives how many points for which result has been determined by MeinMMO’s shooter expert Dariusz based on his gaming experience during the server slam of Marathon and in other extraction shooters like ARC Raiders.

Who is Marathon worth it for?

Marathon is worthwhile as an extraction shooter with a PvP focus primarily for players who enjoy games like Escape from Tarkov, Hunt: Showdown, and ARC Raiders, and who enjoy intense PvP battles with other players or at least do not shy away from them.

If you are generally not a fan of extraction shooters or easily get upset with other players as soon as they open fire on you, then Marathon is probably not for you. Additionally, you should be open to an unusual and somewhat colorful (albeit not bright) graphic style, as Marathon stands out visually from titles with a more realistic setting like Escape from Tarkov or Gray Zone Warfare.

Moreover, it doesn’t hurt if you like hero shooters or games with different classes since Marathon features runner shells with different abilities. And if none of that matters to you, and you just value strong gunplay and some weeks of intense grind, then you can have a good time with Marathon.

If you want to review the most important information in a detailed overview before purchasing on Steam, Xbox, or PS5 before the release of Marathon, you can do so on MeinMMO: Everything Important About the Release of Marathon: Time, Price, Preload and More

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

The first downloads of Crimson Desert start, this should also please those who are not allowed to play yet

Crimson Desert will be released on March 19, 2026, for PS5, Xbox Series X|S, and PC. Some interested players may now start the download and play – which is good for everyone.

Who is playing? On Reddit, ChunkeeM0nkee reports that the download of Crimson Desert is currently live on Steam. Included is a screenshot to support this statement. The test version of the open-world adventure is said to be 121 GB in size. The game is expected to have 34 achievements from Pearl Abyss.

Furthermore, ChunkeeM0nkee explains that he will be able to speak about his impressions starting March 18, 2026. We can confirm that the embargo date for reviews falls on that day. However, what ChunkeeM0nkee has not revealed is which medium he is allowed to test the game for.

As review access is usually distributed in waves rather than individually, many more testers will likely dive into Crimson Desert in the coming days.

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

Early review access? Usually a good sign

Why is this good for everyone? Crimson Desert is likely a very extensive open-world game where one can spend hundreds of hours. That the developers are distributing review access more than 2 weeks before release means that testers have sufficient time to take a thorough look at Crimson Desert in all its glory.

On the other hand, this shows that the developers are confident in the strengths and quality of their game. Those who are not do tend to delay review code distribution until shortly before or up to the release date, allowing as many uninformed players who don’t want to wait for the reviews to make their purchase.

For you, this means: When the embargo lifts and the reviews go live, there will likely be many hours of gameplay behind most of the evaluations. Moreover, you can cautiously look forward to a game that, at least the developers seem to believe, doesn’t need to hide from the testers.

How does the community react to ChunkeeM0nkee’s post?

  • Issyv00 is excited on Reddit about the early access: “I’m glad that testers have enough time to review it. There’s nothing worse than underdeveloped reviews due to late review codes.”
  • RocksteadyRider expresses skepticism about the embargo date on Reddit: “As open as they’ve been, whether through invitations or the release of showcases last month, I am still very skeptical that the embargo will only lift 24 hours before release.”
  • Due-Music-340 responds to RocksteadyRider on Reddit: “I’m in your boat, but other games have done the same and received very good reviews, such as Expedition 33, Kingdom Come 2, and Alan Wake 2, I believe. Don’t get me wrong, I have my concerns, but hopefully, this isn’t an indication of bad reviews.”
  • Arsh18808 is concerned about something else on Reddit: “Are the review codes only being sent for PC? … Hopefully, it’s not like Cyberpunk for PS4/Xbox. I believe that only the Pro console will make the game run properly, that’s why they’re holding it back as long as possible.”

The MeinMMO editorial team will of course dive into Crimson Desert as early as possible and will then tell you as soon as allowed what the open-world adventure from the creators of Black Desert is like. Our MMORPG expert Karsten Scholz is currently very optimistic: Crimson Desert is a solo experience with MMO scope, which could be as successful as the big RPG surprise of 2025

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

Which Dragon Ball anime is the best? The ultimate ranking of all series

Dragon Ball has received several anime series since 1986. In these, we have seen Son Goku grow up, but also shrink down several times. On MeinMMO, we rank the entire anime franchise in an ultimate list.

In 40 years, Dragon Ball has released several anime series. Originally, it was supposed to end with Dragon Ball Z. After all, the Z also stands for the last letter in the alphabet.

MeinMMO has wondered what the ultimate ranking of all anime series would look like. For this, we have considered all anime series that were released under Dragon Ball, but not the movies. The ranking also relies on personal taste.

Moreover, we make 2 exceptions: Dragon Ball Z Kai is just a remake of Dragon Ball Z and therefore does not appear in this list. Also, the web series Super Dragon Ball Heroes will not be listed, as it was more of a promotional anime.

Start video
Dragon Ball: This is what the Z in the title stands for

Rank 5: Dragon Ball GT

  • Release: 1996 to 1997
  • Episodes: 64

What is it about? Prince Pilaf, whom we know from the original Dragon Ball, finds the Black Star Dragon Balls in the palace. He accidentally wishes for Son Goku to be small again, causing the Saiyan to shrink back to child size.

The big problem: The special Dragon Balls do not distribute themselves on Earth, but throughout the entire universe. They must be returned to the planet where the wish was made within a year. Otherwise, the planet will explode. That’s why Son Goku sets out on a journey along with his granddaughter Pan and the adult Trunks.

Why is the anime in this position? Dragon Ball GT was the first anime in the series that completely deviated from the previous concept. While the series tries to capture the humor of the original, it leads to extremely bizarre situations with characters that we have known for several years.

We only reluctantly remember some situations that were embarrassing, like the hypnotic dance of Goku, Trunks, and Pan or Trunks as a bride. And Vegeta’s fashion crisis with his mustache is really the peak.

Still, we must say that Dragon Ball GT had its bright spots too. The Super Saiyan 4 is a really cool transformation, and the idea of the evil dragons born from the excessive use of the Dragon Balls was something fresh. Additionally, there was a cool antagonist in Baby.

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

Collector only wanted to save old hardware worth over 11,000 euros, ends in a police raid

British retro collector Darius Khan invested a five-figure sum in rare developer hardware from Sega. What seemed like a legal stroke of luck for him unexpectedly ended in a police raid and the seizure of his collection.

How did this happen? The 32-year-old Darius Khan from Stratford in East London reportedly paid nearly £10,000 (around €11,500) for prototypes, games, and other hardware that had been left at Sega’s former headquarters in Brentford.

A moving company hired for the clearance allegedly offered him the devices after the company’s move to Chiswick. Among them were devkits for game development as well as some unreleased titles (Daily Mail).

Start video
Turtle Burst II Pro in Review: Find out in 3 minutes if the mouse is worth it for you

Khan, who typically purchases furniture and household appliances for export to West Africa, had envisioned a profitable resale in parts. But shortly after the collector began reselling parts of the hardware, the police reportedly showed up at his door (PCGamer).

City of London Police, Open up!

Why is the police interested in old developer kits? The trigger was apparently not solely the possession of the hardware, but its journey over several stages – and the planned resale.

As PC Gamer and Khan himself (Gamers Nexus) describe, the devkits caught the attention of a video game museum that showed a particular interest in the hardware.

During this time, a person named “Paul” also appeared, who played a central role. According to Khan’s account, this “Paul” reached out and expressed interest in the devices.

However, this did not evolve into a normal purchasing process. Instead, authorities were apparently involved. According to the Daily Mail, “Paul” was not an ordinary interested party but a private investigator from a company specializing in intellectual property.

The video game museum launched an online fundraising campaign to acquire the entire collection. As PCGamer speculates, the campaign combined with the private investigator’s investigations may have prompted the police to intervene. The police eventually conducted a search and seized the hardware (Daily Mail).

According to reports, accusations of potential ownership rights concerning the devkits were at stake. Developer kits are generally only issued on loan. Even if they are later disposed of or written off, it can be unclear whether they can legally transfer into free ownership (Encyclopedia).

Four-digit sum confiscated

How did the collector react? The affected individual publicly commented on the incident and expressed shock at the approach. For him, the devkits were part of video game history, which he wanted to preserve and partially resell.

With the seizure, Darius Khan thus lost hardware worth over €11,000.

The case attracted so much attention that a detailed documentary about it has now been released. The YouTube documentary reconstructs the entire process – from the purchase of the devices to the police raid.

Here you can watch the full documentary about the case:

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Gamers Nexus

What happens next? Emails accidentally sent to the Gamers Nexus portal now suggest that Sega commissioned the company Waste to Wonder to dispose of electronic waste from the offices. The order was in turn passed to a subcontractor, who was to take everything to a disposal facility.

However, a different company was intended for sensitive items – this pickup apparently did not take place. Thus, it might ultimately be the case that Darius Khan was able to buy the hardware at all.

In any case, investigations are currently underway against Khan. However, if the emails are authentic, there is a lot to suggest that he did not commit a crime (Kotaku).

Such curious and at the same time sensitive cases are not uncommon in the hardware sector, by the way. Just recently, an unusual developer graphics card made headlines on eBay, where it was also unclear how it ended up in private hands: Deal on eBay surprises users, orders a graphics card that is not even allowed to be sold

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

Sauercrowd storms into another WoW Classic Hardcore raid despite the event ending, suffering bitter losses there

A part of the Sauercrowd guild apparently wasn’t ready to say goodbye to WoW Classic Hardcore after the event ended. 20 Twitch streamers set out for the raid instance Zul’Gurub, but not all returned safely.

What kind of raid is this? The raid challenge Zul’Gurub is located in the northeastern part of Stranglethorn Vale and was included with one of the later updates on the Vanilla-WoW servers. Unlike Onyxia’s Lair or Molten Core, the troll instance requires only 20 players instead of 40.

The relatively low difficulty, the comparably small raid size, and the occasionally very good loot make Zul’Gurub a great entry point to get into the raid content of WoW Classic. However, the Sauercrowd guild had long ignored the instance, focusing entirely on the first raid in Molten Core.

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WoW: Guild loses 30 characters on a hardcore server – And it wasn’t even a boss fight

Successful raid, but a loss just before the finish

What was the visit to Zul’Gurub like for Sauercrowd? Although the streamer event officially ended with the victory over Onyxia last weekend, 20 Sauercrowd members met yesterday (on March 2, 2026) to conquer Zul’Gurub together.

Among them were Nicistemmler, Naguura, Wildmics, Felikah, Cezzy, and Metashi. It took more than two and a half hours until the final boss Hakkar lay defeated on the ground. First, the main tank was caught out and did not survive a boss pull. Just before the goal, a priest fell as well.

Who got caught and why? When facing High Priest Venoxis, you deal not only with the boss but also with several snakes that shoot poisons. During the pull, Tashy, the warrior tank from Metashi, not only took a hit from the boss but also the toxic salvos of all the snakes: a felt one-hit. You can watch the death of the event leader on Twitch.

While the raid was fighting the trash groups in the center of Zul’Gurub to clear the way to Hakkar, the next mishap occurred. drhassmann did not pay attention to the spirit coming towards him while healing the group. 2 hits were enough to reduce the priest’s health points to zero.

You can watch the scene on Twitch, on YouTube, or see below:

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The nasty thing about the ghosts: The phantoms cannot be spotted or tanked or controlled. You have to dodge them until they disappear. Naguura even warned: “Watch out, the ghost.” However, drhassmann was apparently so focused on healing that he only noticed the danger when it was too late.

It was the first hardcore death of the streamer. And it was the first raid loss for the Sauercrowd guild in hardcore. The visits to Molten Core and Onyxia’s Lair had all participants survived. Those who want to see more WoW content from the streamers can look forward to: The big winner of Sauercrowd starts her own guild on Twitch, wants to play WoW Midnight with 200 streamers

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