Forsaken Legends Prelaunch

Help Shape The Future Of Forsaken Legends!

Forsaken Legends is a multiplayer open-world procedural sandbox game created by Holy Fire Games. Players are able to claim plots of land, craft tons of gear and items, create massive bases, collect pets and mounts, explore an endless procedural world with multiple biomes, fight massive world bosses, engage in PvE or PvP battles, and much, much more. Development of Forsaken Legends started in October of 2015. Since the beginning, our goal has been to create an immersive, persistent game world that can be enjoyed and shaped by massive amounts of players.

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]


Game access is tied to a forum account. After purchasing a package, if you haven’t created a forum account yet, you’ll have the opportunity to do so, and tie your purchase to your new forum account. If you already have a forum account, after purchase you’ll be able to log into your account and tie your purchase to your account.

After purchasing a package, you can find your download link in the “Updates” section of our prelaunch forum area.

If you purchase our King’s Advisor package, you have a special area in the forums unlocked just for King’s Advisors. You’ll find your download link in the “Updates” section of the King’s Advisor section in our forums.

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Completely-Persistent World

The Forsaken Legends world is a world that lives and breathes. Imagine a world that continues to exist regardless of player interaction. NPCs will evolve, level up, gather resources, find food, and so on. Economies will change based on supply and demand…and much, much more! Monsters will roam around, level up, prey on each other, attack towns, mate – or, simply put, they will live.  Regardless if a player is around, the game world will continue to exist and evolve over time. When players drop unwanted gear, that gear will continue to exist on the ground in bags for other players to find and take. Every interaction with the world by the players or AI persists and influences the world around them.

You’re probably wondering how we plan on tackling this!

We’ve teamed up with Improbable’s Spatial OS platform to allow a massive amount of players to interact on the same world and keep that world persistent regardless of player involvement. Spatial OS’s platform allows the game logic to continue to run and evolve the world 24/7/365. It also allows us to have massive amounts of players all connected to one game world.

Normally with multiplayer games, servers are broken down by geographical location and then even further to support thousands of players in an area. By utilizing the Spatial OS platform, we’re able to keep all players from one location on one server instead of having to split them up across multiple servers. This allows countless numbers of players on a server, which makes the world feel more alive.

Simply put, the Forsaken Legends world lives, breathes, and changes. Players can literally shape the world around them by completing quests, which remove problem monsters from the area, harvesting and selling resources to towns, and much, much more! Players will shape the economy through supply and demand, fund town growth, and more!

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]


The economy in Forsaken Legends is a dynamic system based on supply and demand. Players will be able to sell items to merchants with prices based on what that merchant needs at the time. The same goes for players purchasing items from vendors. If the vendor has a surplus of leather, the price will reflect that.

Players will be able to sell items on an auction house, as well. If you’re not able to find a particular item on the auction house, you’re able to create a player-created quest on a ‘job board’, and other players can fulfill your request with your set price. All players can see the ‘job board’ at any time, so prices will be influenced by supply and demand, as well.

Players will be able to travel between cities across the massive, endless world and fulfill the needs of NPCs and other players in that area by transporting goods back and forth between towns to take advantage of the supply and demand of that particular area.

One of the great things about Forsaken Legends is that there are multiple ways to enjoy and play the game. If a player chooses to do so, they can build up a trade empire between towns and amass great wealth, with never having to raid, do instances, PvP, or any of the other styles of gameplay that others might enjoy, while, on the same token, allow players who don’t want to mess with trade, to simply purchase items from vendors and auction houses with a steady supply of the material they need for raiding or quest lines. This allows players that enjoy different play styles to benefit the community as a whole!

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]


Players will have a wide variety of skills available to them, ranging from blacksmiths to enchanters. Players can also level up other skills, such as fishing, cooking, skinning, foraging, and more!

One thing we are focusing on is making sure that player skills never become obsolete. Taking the time to level up any of these skills will never be wasted in Forsaken Legends. Whether it’s creating high-end raid gear, crafting potions, or creating siege weapons that guilds can use in guild battles, your skills will always be needed!

Procedural Loot

Not only are the worlds procedural, so is the loot you can find! All items are based off of a standard base item. Upon a player being awarded an item, we randomly generate bonus stats for that item and assign it to the player. Another cool feature of Forsaken Legends is the ability for players to influence the type of loot dropped for them through equipping different items. For example, a player could equip a rune stone that would have a 10% chance of making any weapon or armor piece that’s dropped to be geared towards spell power.

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]

Base Construction/Defense

Players and guilds will be able to claim plots of land throughout the world to build their forts on. Our construction system is socket-based, as shown in the video below. Building bases is extremely intuitive for players and guilds and is fully influenced by physics. If your foundation is destroyed, your entire fortress can come tumbling down!

Guilds will be able to choose which members of their guild will have access to what building features to ensure the safety and security of your guild fortress.

Guilds also have the option to take their constructed base into an instanced battle with other guilds where guilds will compete to destroy the other guild’s base while defending their own. Guilds will be able to have a full-out war with siege weapons, mounts, and normal ground combat. May the best guild win!

Remember, our world is completely persistent and one massive, endless world for players to explore and build upon. If you find that someone already is building in the perfect location next to the lake you just found, continue walking for a few minutes in any direction, and, chances are, you’ll find a perfect slice of the world to call home!

Is building massive fortresses not your thing? We’ve got a solution for you, as well, through our blueprint system. You’ll be able to choose from pre-built homes that can be unlocked in the game. This will allow you the benefits of having a home in the world without the need to build it from scratch. You’ll still need the required building materials, but you won’t have to place everything by hand if you don’t enjoy building your own design.

Another aspect of base construction is the ability for players to test their base defense in an instanced battleground. Players can defend solo or in groups against waves of AI-controlled monsters. This allows the player to test their defenses and also earn rewards for surviving long battles against enemy hordes. Since this is an instanced battleground, the player doesn’t have to worry about rebuilding their base afterwards, but it will allow them to identify weak points in their defenses.

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]

PvP – PvE – Hardcore

The way we’re handling PvP, PvE, and Hardcore settings for the game is by dividing the world up into quadrants. These zones will be easily understood by the player as to what the combat rules are between other players and the consequences for dying in that zone. This allows players to find a place in the world that suits their gameplay style.

We also want to reward players who choose to wander into dangerous hardcore areas, both PvE and PvP. In these zones, the consequences for death will be high, but who knows what kind of loot or bosses you’ll find in these zones! Players will be made aware any time they are coming close to a hardcore zone to ensure players don’t wander into the area by mistake.

If you enjoy a strong PvP experience, you’ll be able to choose an area in the world where players can attack both your player as well as your fortress. Turrets and AI guards will help protect your base, as well as any guild mates that are around you.

Don’t want to wander off on your own to build a home? Simply store your loot at your guild fortress and have a better chance of keeping it secure while you’re not around.

Feeling sneaky? Grab some friends together and plunder through the lands, destroying everything in your way.

Since our world is persistent, when a building is destroyed, the pieces will stay around until scavenged by other players. This allows you to reclaim a percentage of the building materials the player used to build their fort.

If PvP isn’t your thing, you’ll be able to claim land and explore in a more peaceful quadrant of the world. You’ll still have to worry about your base being destroyed, but only from monsters or the dreaded Forsaken patrols. You’ll still want plenty of turrets and AI guards to ensure the safety of your estate.

To ensure that players don’t abuse this system by building in the safety of PvE quadrants and then plundering and pillaging through other players’ bases in PvP quadrants, players who have land claimed in a PvE quadrant won’t be allowed onto a PvP quadrant player’s land. They will still be allowed to do PvP player combat but will not be allowed to destroy players’ forts. The same goes for if the player is a part of a guild who has land claimed in a PvE quadrant.

By splitting up the world into combat quadrants, this will ensure players can play with the game style they enjoy without worrying about having a gameplay experience they hate.

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]

Character Classes

Character classes are handled a little differently than what you’d normally expect to see in a RPG. Players are never locked into a class at any point in the game.

Players choose which skill trees they want to invest points in as they level. This allows players to mix and match conventional classes together to create endless hybrids.

Gear also plays heavily into what role a player will be performing at any time. Gear will add armor, health, spell power, agility, and so on, that will determine how effective a player can be in any role they choose. For example, if a player wanted to perform a healing role for a guild raid, they would switch to one of their saved skill-tree layouts, find their spell-power armor and weapons, and simply equip them. If they need to change roles mid-raid, they would simply change their skill-tree layout, armor, and weapons, and start performing the other role they need to fulfill.

Players can choose how far to spec into each tree to come up with a unique playing experience that they enjoy!

Here are the main skill trees that are available:

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]



The wizard skill tree offers magical damage, buffs, and debuffs. It also offers solutions for crowd control. Skills range between the elements such as fire, ice, water, and earth. If setting things on fire or turning people into ice cubes sounds like a good time, the wizard tree will make you feel right at home.


The archer skill tree offers both physical and magical ranged damage. It also offers crowd control solutions. Subdue your enemies from a distance before they can even get close to you.


The warrior skill tree offers physical melee damage. If you find yourself wanting to run into the middle of battles screaming war cries, the warrior skill tree might be something you’ll want to check out.


The healer skill tree offers magical heals and buffs. There are multiple ways to provide healing to your allies, which path will you choose? If you enjoy deciding if people live or die, or find it amusing to see how close you can let your tanks get to death before healing them, this is your skill tree.


The rogue skill tree offers burst physical damage and debuffs. It also offers solutions for crowd control. If you enjoy people watching while being in stealth mode, or if you enjoy sneaking up behind people and putting a well placed blade into their back, after seeking psychiatric help, consider the rogue skill tree for all of your killing needs.


The technician skill tree offers a mix between support and offense. If you enjoy running around placing turrets and beacons while the battle rages on around you, this is your skill tree.


The tank skill tree offers all skills needed to take damage and shrug it off.  If you enjoy allowing monsters to chase your friends for a bit before pulling them back to you, or if you enjoy having fifteen monsters all smacking you at the same time, this is your skill tree.


Combat in Forsaken Legends is fast-paced, skill-based, and real-time! You’ll need to aim at your targets while dodging attacks. Boss fights are dynamic and engaging. You won’t see anyone ‘tanking and spanking’ bosses here! :)

Check out the video to the right for a better understanding of how combat works in PvP and PvE.

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]

Exploring – World Events

The Forsaken Legends world is a procedurally-generated endless world. There are multiple types of terrain to explore, such as forests, deserts, oceans, mountains, and much more! Each area of the world will have unique monsters, loot, and bosses.  Each area, or biome, will also have special world events that happen only in that biome. A few examples of world events would be meteor storms that leave resources (and destroy anything they hit), massive bosses that require a team effort to conquer, outbreaks of darkness that distort monsters in the area, patrols, and fortresses of The Forsaken, and much, much more!



A lot of the player gameplay experience will happen in the open world. For players who enjoy raiding and instances, we have procedurally-generated instances to explore. Every time you enter the instance, it will be a different experience. This ensures fresh gameplay experiences every time you play. Some instances might be just a boss fight, while others might be full dungeons that need to be cleared.

We also are implementing player and guild daily and weekly challenges. These challenges are smaller instances where players and guilds will have to survive against hordes of enemies that come in waves. Players and guilds can compete against each other to see who can clear the instances in the fastest time each day and week for rewards.


There are also PvP instances that players and guilds can battle each other in. These instances range from simple deathmatch-type instances to full guild-siege warfare. Guilds will have the ability to have base-vs-base combat where each guild tries to destroy the other guild’s base, while, at the same time, defending their own base. We will also have other battle modes, such as capture the flag or team deathmatch.  There will be a lot of combinations of these gameplay modes for both players and guilds to enjoy.

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]


Forsaken Legends has full guild support built in. A few of the features that guilds will enjoy are:

  • Guild Forums. Guilds will be able to have their own subforum on our official forums to communicate and coordinate with their entire guild. These subforums can be set to private or public.
  • Guild ranks. The ranks will be used for permissions with the other features listed below.
  • Voice chat with multiple channels for organization. Guilds will be able to set up multiple channels such as class leaders and individual class channels. This allows leaders to chat with each other without the entire guild talking over them, similar to how the military is structured. The class leaders would then be able to chat with all of the members of the guild who are under their command. This mode can be turned on and off so when you’re just doing normal instance clearing, the communication can be open to everyone; but, once a boss fight starts, it can be locked down to be more organized to ensure important commands are being sent to the correct people.
  • Guild plots of land. Guilds will be able to claim large plots of land throughout the world and specify which guild members have the authority to build or modify base structures on that land.
  • Guild bank. The guild leader will be able to choose which player ranks can do each action with the guild bank.
[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]

Our Team

Bobby Baker – Handles all business affairs and big-picture stuff. He helps with game design and balancing, as well. Bobby also specializes in highly-technical questions and suggestions such as, “Let’s change this color to this!”, “Why don’t we try making that bigger.”, and, “Is it possible to make it work like this?” :) Keeping the team moving forward in a clear direction and staying organized is another one of his specialties.

Ben Barton – Handles all of the development as well as helps out with game design and balancing. Ben specializes in taking Bobby and Preston’s crazy (but awesome!) ideas and suggestions and implementing them into amazing gameplay mechanics. He has a lot of experience in the game industry and has been using Unity3D for a long time.

Preston Baker – Helps with game design and balancing. Preston has a lot of experience with RPGs and has great ideas for implementing gameplay mechanics that players will love.

What’s Already Completed

A lot! Most of the core game systems are completed and implemented already. Combat, network, loot, and world generation are completed. We move through the systems one by one, polishing each area before moving to the next. Once we make it through the list of systems, we start over again and continue polishing the game as we go, adding content and features.

We have been working on this game full time since October of 2015. A lot of passion and time has gone into the game so far, and hopefully it shows in our videos!

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]

Why We’re Raising Funds

Forsaken Legends has been completely self-funded up to this point. We’re opening the doors to a pre-launch campaign to try to raise funds to help continue the development and speed things up. We need a massive amount of art for the game, which isn’t cheap.

A lot of the core gameplay features have been created, but we need the content that fits into those areas, such as monsters, bosses, environment props, and so on. We have been using monsters from the Unity asset store, so far, as placeholders until we have the budget to start creating the creatures we have in store for the Forsaken Legends world.

By opening the doors to players with a pre-launch, it will allow us to purchase the art we need, along with helping to cover the ongoing development costs. We love working on this full time; and, by securing the funding we need, it will allow us to not have to worry about paying our bills.

One of the biggest reasons we need to do a pre-launch campaign is to secure funding for large-scale network tests with the Spatial OS platform. Anyone who is a part of the pre-launch campaign will be able to be a part of our early large-scale tests. You’ll be able to be one of the first people to ever explore the massive Forsaken Legends world!

Our testing will come in stages, and all pre-launch members will have the ability to be a part of every stage. You’ll have special access to sections on our forums with links to the latest build (once we get to that stage – check the timeline out below), as well as have a closer line of communication with us for feedback. We value the feedback of our community, and we’ll take to heart any suggestions and comments you have for us!

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]


At the time of this writing (May 11th 2016), we’re currently in Stage 2. Below you can find all of the stages we plan on moving through so you can get a better understanding of our overall timeline of development.

Stage 1: Early Alpha Development (FINISHED) – We’re currently working through all major game systems and polishing as much as possible before alpha play tests. We’re finishing up this stage now and all prelaunch members will be able to start playing the game Monday May 9th 2016!

Stage 2: Alpha Play TestAny players who are a part of our pre-launch campaign will be able to access our alpha builds and connect to our servers immediately. Player and world resets will be normal during this stage and is mainly used to find major gameplay bugs and to gather feedback from players on the game systems. We expect this stage to last a few months, as we gather feedback from our users and continue to roll out new gameplay mechanics for testing. The servers will continuously stay live during this phase with new builds coming out on a regular basis.

Stage 3: Beta Play Test – Once we have conquered the major gameplay bugs and issues, we’ll move into Stage 3, which is our beta stage. During this stage pre-launch members will have access to our beta builds for further feedback and bug reports. Player and world resets will be less frequent and will only take place if absolutely needed. We’re not locking us down to a time estimate here because we won’t move past this stage until all known bugs and gameplay issues are fixed. This stage is for game-balancing and making sure we have a solid game to move forward with.

Stage 4: Preparing For Public Launch – When we enter this stage, the game will be ready for a public launch. We’ll use our pre-launch community to do a test launch to ensure all issues are taken care of with gameplay mechanics and balancing. All players and the world will be reset at the start of this stage, and players will be able to have the full gameplay experience available to them. This will allow us to find any issues that a public launch would have and make any fixes needed. This stage will last long enough for players to encounter every area of the game, including all current end-game content. Once we’re satisfied as a community that the game is ready for a public launch, we’ll move to the next stage.

Stage 5: Public Launch – The day we’ve all been waiting for! The game is ready for public consumption, and all game mechanics are live and working.

Stage 6: Post Public Launch – We will continue to create and launch new instances, biomes, bosses, and more content continuously after launch.

Pre-Launch Options

We’ve come up with some great bonuses for players who choose to come on board with our pre-launch campaign. There are a few different options to fit with different commitment levels. We want to thank you as a team for coming on board with us and being a part of the Forsaken Legends world. We can’t wait for you to start playing the game with us and exploring the massive worlds we’ve created!

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]

Notes For After Public Launch

All alpha and beta game access is included for free with any purchase of a prelaunch package. The following only applies for after we have our public launch.

Game access is allowed through game time cards. These are in-game items that unlock more game time for your account. All characters on your account will share the same game time. You can either purchase these game cards from our website, or get them in-game through trading other players. For example, a 30 day game time card would cost $9.99 on our website.

We will also be awarding game time cards through daily challenges, random loot drops, and more! Since these are trade-able in-game items, it opens the door to a lot of cool possibilities to award game time to players who achieve certain goals.

All game abilities/skills would be tied to your game time. For example, if you purchased a 30 day game time card, after that 30 days, you wouldn’t be able to cast any spells, summon any pets or mounts, or do anything really besides walk around. In order to unlock your skills and abilities again, you would need to purchase another game time card from our store, or find one on the auction house that someone is selling. You could also have a guild mate who gives one to you. These are in-game items that can be freely traded or sold. This allows players to not have to pay a monthly fee to access the game as long as they have enough in-game resources to purchase a game time card from another player.

You will be able to purchase longer time period cards on our website or in-game as well for discounted prices. For example, a 3 month game time card might be discounted by 20% or something like that.

Basically instead of forcing a player to have an active subscription to our game, the players can choose when they want to play, and not worry about losing their account if you take a month off. When you’re ready to play again, you can acquire a game time card from in-game or through our website and start playing again.

We are also solving the issue where players run out of game time in the middle of a raid or out in the open world. We would allow a buffer time period for players to find another game time card or purchase one through our site. This would prevent players from being surprised about running out of time during an important game play experience.

We chose this method of payment to avoid any sort of a pay to win experience for players. All players will be on an even playing field. We didn’t want to have tons of micro-transactions in-game, or have to sell convenience type items. We want all cosmetic items to be available to all players with in-game currency, so all players have the opportunity to have access to all items and game play features.

If you have any questions on this, feel free to register on our forums and ask us anything you’d like!

Included in your purchase below is a full month’s worth of access once the game goes public.

All gameplay tests are included with your pre-launch purchase below.

Your transaction will show up from Holy Fire Games Inc through PayPal. Please note there are no refunds due to the fact that we’re using all prelaunch money for development of Forsaken Legends. Please check the minimum requirements below to ensure your computer will run Forsaken Legends. Thanks!

Game Minimum Requirements

  • PC – Windows XP or later
  • Dual Core 2.9ghz
  • 4GB ram
  • 2GB vram graphics card, GTX 500 series or newer / Radeon 6000 series or newer
  • Broadband internet connection


Game access is tied to a forum account. After purchasing a package, if you haven’t created a forum account yet, you’ll have the opportunity to do so, and tie your purchase to your new forum account. If you already have a forum account, after purchase you’ll be able to log into your account and tie your purchase to your account.

After purchasing a package, you can find your download link in the “Updates” section of our prelaunch forum area.

If you purchase our King’s Advisor package, you have a special area in the forums unlocked just for King’s Advisors. You’ll find your download link in the “Updates” section of the King’s Advisor section in our forums.



Council Member

  • Access to the pre-launch area in our forums.
  • Access to test gameplay sessions.
  • 1 Extra Bag
  • 1 Common Playing Card Pack (see below)
  • Bind on equip books that players can share with friends that will give increased XP and stat bonuses when playing together in a party.
  • Special Title Awarded For Forums And In-Game
  • Steam key for full game + one full months access to Forsaken Legends once we have our public launch.

Council Chief

  • All Council Member Perks
  • Exclusive Mount (see below)
  • 1 Rare Playing Card Pack (see below)
  • Exclusive Pet (see below)
  • Special Title Awarded For Forums And In-Game

Royal Executor

  • All Council Member and Council Chief Perks
  • Exclusive Flying Mount (see below)
  • 1 Epic Playing Card Pack (see below)
  • Ability To Control World Bosses (see below)
  • Special Title Awarded For Forums And In-Game

King’s Advisor

  • All Council Member, Council Chief, and Royal Executor Perks
  • 1 Legendary Playing Card Pack (see below)
  • Guild Creation Voucher (see below)
  • Extra Guild Bank Slot Voucher (see below)
  • King’s Advisors Only Private Forum Section To Interact With Developers (see below)
  • Private Test Sessions With Developers For King’s Advisors Only (see below)
  • Special Title Awarded For Forums And In-Game

Special Notes

[ We’re currently redoing all of our videos to match the new art style, please check back soon! ]